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Question by MrLindskog · Aug 15, 2012 at 01:54 PM · animationjavascript

Animation play on input, else play idle animation.

 function Update () {
     if (Input.GetKeyDown("d")) {
         animation.Play("Walking");
         }
         else animation.Play("Standing");
     }
 }

This is the code i´ve come up with(i´m very new to scripting). It doesn´t play the Walking animation and apparently can´t find the Standing animation, but plays it anyway. Any help is appreciated, thanks in advance! :)

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Answer by DESTRUKTORR · Aug 15, 2012 at 03:07 PM

For the walking animation:

Use `Input.GetKey("d")`. `Input.GetKeyDown("d")` would only execute once, as the key is detected as being pressed down, whereas `Input.GetKey("d")` will return true for every update that the key is down.

As for the "Standing" animation, make sure the name is correct, and the animation is accessible to the component.

[EDIT] You also may want to add

 if(Input.GetKeyUp("d"))
 {
     animation.Stop("Walking");
 }

Before switching animations.

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avatar image MrLindskog · Aug 22, 2012 at 10:28 AM 0
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If i want it to activate on my "input" called Horizontal (that has a negative and positive pushforce for movement) ?

avatar image DESTRUKTORR · Aug 24, 2012 at 11:29 AM 0
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To use buttons, just change it to

 if(Input.GetButton("buttonName") 

and

 if(Input.GetButtonUp("buttonName")

If I'm reading this correctly, you would just replace "buttonName" with "Horizontal"

[EDIT] And by buttons, I mean named inputs, from the input panel (they're called "buttons" for some reason...).

avatar image MrLindskog · Aug 24, 2012 at 12:41 PM 0
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Thanks alot! :)

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Answer by AMDAndrew · Aug 15, 2012 at 03:46 PM

 var walking : boolean = false;
 ..
 
 if(input.GetButtonDown("w")) {
    walking = true;
 
 if(walkin == true){
     animation.CrossFade("walking");
     animation.Play();
 }
 
 else if (walking == false){
     animation.CrossFade("idle");
     animation.Play();
 }
 
 }


 
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