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Question by Lboy · Jan 29, 2013 at 10:14 PM · animatorcharactercontrollermecanimgetkey

unexpected movement with mecanim

Basically I have a punch attack set up in a similar way to the jump animation in the mecanim tute project. But when I press the key, it plays the animation like its supposed, but then when I go back to running, it unexpectedly starts to play the punch animation in a loop. im guessing this is because its only given if were in the baseCurrentState. How would i go about assigning it to any state?

I simply used the same line of code for the jump trigger and changed it to play my required animation in the animator, and to trigger by a keypress. I wrote out a public float at the top of the code too. Thanks

 public bool unarmed_punch1;

 if(baseCurrentState.IsName("Base.Locomotion")){
                 if(Input.GetKey("p")){
                     animator.SetBool("unarmed_punch1", true );     
                 }
             } 

 
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