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Question by jackhamlingthon · May 11 at 05:55 PM · animationinputanimationscharacter controller

Player animation doesn't want to stop

Currently working on a mobile game where i need to move the character with a virtual joystick ,i used a code from a tutorial i saw on the internet, the problem is when i move the joystick the character moves in the right direction and the animation works fine but when i release it the character doesn't stop

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 [RequireComponent(typeof(CharacterController))]
 public class CharacterMovement : MonoBehaviour
 {
 private CharacterController controller;
 private Vector3 playerVelocity;
 private bool groundedPlayer;
 private Animator animator;
 private PlayerInput input;
 private InputActionAsset asset;
 private Transform cameraTransform;
 private float playerSpeed = 2.0f;
 private float gravityValue = -9.81f;
 int isWalkingHash;
 
 Vector2 currentMovement;
 
 bool movementPressed;
 
 
 private void Awake()
 {
     input = new PlayerInput();
 
     input.CharacterControls.Move.performed += ctx =>
     {
         currentMovement = ctx.ReadValue<Vector2>();
         movementPressed = currentMovement.x != 0 || currentMovement.y != 0;
     };
 }
 private void Start()
 {
     controller = GetComponent<CharacterController>();
     animator = GetComponent<Animator>();
     isWalkingHash = Animator.StringToHash("isWalking");
     cameraTransform = Camera.main.transform;
 }
 
 void Update()
 {
     HandleMovement();
     groundedPlayer = controller.isGrounded;
     if (groundedPlayer && playerVelocity.y < 0)
     {
         playerVelocity.y = 0f;
     }
 
     Vector2 inputs = input.CharacterControls.Move.ReadValue<Vector2>();
     Vector3 move = new Vector3(inputs.x, 0, inputs.y);
     controller.Move(move * Time.deltaTime * playerSpeed);
 
     if (move != Vector3.zero)
     {
         gameObject.transform.forward = move;
     }
 
     playerVelocity.y += gravityValue * Time.deltaTime;
     controller.Move(playerVelocity * Time.deltaTime);
 }
 
 void HandleMovement()
 {
     bool isWalking = animator.GetBool(isWalkingHash);
 
     if (movementPressed && !isWalking)
     {
         animator.SetBool(isWalkingHash, true);
     }
 
     if (!movementPressed && isWalking)
     {
         animator.SetBool(isWalkingHash, false);
     }
 }
 
 private void OnEnable()
 {
     input.CharacterControls.Enable();
 }
 
 private void OnDisable()
 {
     input.CharacterControls.Disable();
 }
 } 
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Answer by swanne · May 12 at 12:12 PM

Hi,
The code looks good so make sure the state machine transitions are correctly configured. Make sure you have an idle state and a walk state which transition between each other and ensure the animation settings HasExit box is not checked.

https://docs.unity3d.com/uploads/Main/class-Transition-Properties.png

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