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Question by kRVRKV · Jun 09, 2014 at 08:35 AM · animationcharacterthirdpersoncontroller

Finish animation before playing another one

I'm struggling to make my character stay normal. I use ThirdPersonController with Animation component. My character has "idle", "walk", "run" and "jump" animations applied. For run animation I made him "roll", because his body is spherical but whenever I release Shift(in the middle of animation), he stays in that position (e.g. legs up) and goes into idle or walking animation depending on what I'm pressing.

I really need help with that, thanking everyone in advance!!!

EDITED result of an advice from the comments

ThirdPersonController.js

     // Pick speed modifier
     if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
     {
         targetSpeed *= runSpeed;
         _characterState = CharacterState.Running;
         // return new WaitForSeconds(walk.animation[newRoll].lenght);    
         //yield WaitForSeconds (animation["newRoll"].length);
     }
     else if (Time.time - trotAfterSeconds > walkTimeStart)
     {
         targetSpeed *= trotSpeed;
         _characterState = CharacterState.Trotting;
     }
     else
     {
     if(!animation.isplaying) { animation.crossfade("walk2"); }
         targetSpeed *= walkSpeed;
         _characterState = CharacterState.Walking;
     }
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avatar image Klarax · Jun 09, 2014 at 09:29 AM 0
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this answer might be legacy animation, but is there not an anim.isplaying function ?

if(!anim.isplaying) { anim.crossfade("animname"); }

avatar image kRVRKV · Jun 09, 2014 at 10:22 AM 0
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@$$anonymous$$larax now he stands still (not able to walk while doing the idle animation) untill I press walking key + shift. It does one roll animation till the end while standing on one spot and after that everything gets the same, like I explained above...

and now I'm getting constant "$$anonymous$$issing$$anonymous$$ethodException" : UnityEngine.Animation.crossfade"

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