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Question by ThatHanGuy · Jan 15 at 09:26 PM · animationanimation controller

Reverse animation after playing with a button

I have a simple animation of up and down. So if i press and hold A, it goes down and stops whenever I release it.

  private Animator Anim;
     private bool flu = false;
     
     void Start()
     {
         Anim = gameObject.GetComponent<Animator>();
     }
 
         void Update()  
     {
         if (Input.GetKeyDown(KeyCode.A))
         {
             Anim.SetBool("flu", true);
             Anim.speed = 1f;
         }
         else if (Input.GetKeyUp(KeyCode.A))
         {
             Anim.speed = 0;
         }

But I wanted to make it go back aka reverse the animation when i press and hold S, and stops when I release it. I tried:

 private Animator Anim;
     private bool flu = false;
     
     void Start()
     {
         Anim = gameObject.GetComponent<Animator>();
     }
 
         void Update()  
     {
         if (Input.GetKeyDown(KeyCode.A))
         {
             Anim.SetBool("flu", true);
             Anim.speed = 1f;
         }
         else if (Input.GetKeyUp(KeyCode.A))
         {
             Anim.speed = 0;
         }
         else
         {
             if (Input.GetKeyDown(KeyCode.S) && flu)
             {
                 Anim.speed = -1f;
             }
             else if (Input.GetKeyUp(KeyCode.S))
             {
                 Anim.speed = 0;
             }
                 
         }
     }

But it didnt work, care to help?

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avatar image logicandchaos · Jan 16 at 04:19 PM 0
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maybe debug flu, see if it is true

avatar image ThatHanGuy logicandchaos · Jan 16 at 05:03 PM 0
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yeap, its set to true.

It works fine when i pressed A, it stops when i release the button. Question is how do i reverse the animation (maybe with a speed of -1?) when i press and hold down S key.

screenshot-2022-01-16-180115.jpg (143.9 kB)

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Answer by ThatHanGuy · Jan 16 at 08:21 PM

Solved. To anyone that might need this in the future. Setting speed to -1 apparently doenst work in unity script. So you would need to add a float and add it to the multiplier in the animator.

Then the script is as follow:

     private Animator Anim;
     private bool move= false;
     
 void Start()
     {
         Anim = gameObject.GetComponent<Animator>();
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Q))
         {
             Anim.SetBool("move", true);
             Anim.SetFloat("Speed", 1.0f);
         }
 
         else if (Input.GetKeyDown(KeyCode.W))
         {
             Anim.SetBool("move", true);
             Anim.SetFloat("Speed", -1.0f);
         }
 
        
         else if (Input.GetKeyUp(KeyCode.Q) || Input.GetKeyUp(KeyCode.W))
         {
             Anim.SetBool("move", false);
             Anim.SetFloat("Speed", 0);
         }
     }
 

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