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Question by wwwwkenn · Jul 23, 2014 at 11:05 PM · animationjavascriptzoomif statement

How do I make my script switch back to my regular animations

OK so here is my code in javascript function Start () { animation["Shoot"].wrapMode = WrapMode.Once; animation["Shoot"].layer = 1; animation.Stop(); }

 function Update () {
     
     if (Input.GetAxis("Horizontal") > 0.3) {
         animation.CrossFade("walk");
 };
     else if (Input.GetAxis("Vertical") > 0.3) {
         animation.CrossFade("walk");
 };
     else if (Input.GetAxis("Vertical") < -0.3) {
         animation.CrossFade("walk");
 };
     else if (Input.GetAxis("Horizontal") < -0.3) {
         animation.CrossFade("walk");
 };
     else {
         animation.CrossFade("idle");
 };
          
     
     if (Input.GetButtonDown ("Fire1")) {
         animation.CrossFade("Shoot");
 };
     if (Input.GetButtonDown("Fire2")) {
         animation.CrossFade("zoom");
 };
 }

I have it set so if I press "Fire2" it will play a special zoomed in animation, however, when I release mouse2, my idle and walking scripts won't play. The only way I got them to play in game was by shooting when i am zoomed in, otherwise it doesn't work

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Answer by cdrandin · Jul 23, 2014 at 11:52 PM

It seems like that is the legacy animation system. I believe you would need to tell it to go back on a default animation either using the mecanim system or in your if-else statements.

The mecanim way is done by Unity, if there is no animation state set then it plays the default.

However, if not using it I think you would need to tell it to animate the default animation you want.

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