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Question by gongalone · Feb 18, 2013 at 04:04 PM · animationscipting

When character stops moving - stop "Walk" animation

I have some major issues with making a script that will trigger my character "walk" animation when moving, and switch to idle as soon as he stops. I'm using point & click kind of movement script, so it's not about buttons being pressed.

My movement script

 using UnityEngine;
 using System.Collections;
 
 public class movement : MonoBehaviour {
     
     public RaycastHit hit;
     public Ray ray;
     public Vector3 direction;
     public float moveSpeed = 0.1f;
     public int rotateSpeed =50;
     public Transform PlayerTransform;
     public float curSpeed;
     
     
     
     // Use this for initialization
     void Start () 
     {
             PlayerTransform = transform;
                direction = PlayerTransform.position;
     }
     
     // Update is called once per frame
     void Update () 
 
     {    
     if(Input.GetMouseButton(0))
                     
         {
             ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if(Physics.Raycast (ray, out hit, 100))
             {            
                     Debug.DrawLine (ray.origin, hit.point, Color.red, 2);
                     Debug.Log ("Raycasted");
                     direction = hit.point;
                     
                     Vector3 targetPoint = hit.point;
                     Quaternion targetRotation = Quaternion.LookRotation(targetPoint - PlayerTransform.position);
                     transform.rotation = Quaternion.Slerp(PlayerTransform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
                     transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
                     
 
             }
             
             
         }
 
         PlayerTransform.position = Vector3.MoveTowards(PlayerTransform.position, direction, moveSpeed * Time.deltaTime);
                     Debug.DrawLine(PlayerTransform.position, hit.point, Color.blue, 2);
     
         }
     }
 
 
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Answer by Professor Snake · Feb 18, 2013 at 08:11 PM

Add a new variable:

 boolean isMoving=false;

Inside the if(Physics.Raycast (ray, out hit, 100)), add

 isMoving=true;

And then, right below PlayerTransform.position = Vector3.MoveTowards(PlayerTransform.position, direction, moveSpeed * Time.deltaTime); :

 if(transform.position==targetPoint)
 isMoving=false;
 
 if(isMoving){ //if the character is moving
 animation.CrossFade("walk");
 }
 else{
 animation.CrossFade("idle");
 }


Finally, you should initialise the targetposition and targetrotation variables publicly, outside of the Update function. And if you want to be absolutely safe, you could also initialise a new variable

 float minDistance=0.01;

and replace

 if(transform.position==targetPoint)

with

 if(Vector3.Distance(transform.position,targetPoint)< minDistance )

An even more accurate solution would be to attach a kinematic rigidbody to your character and determine the animation played via its velocity:

 if(rigidbody.velocity>0.01)
 animation.crossFade("walk");
 else
 animation.crossFade("idle");

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avatar image Professor Snake · Feb 18, 2013 at 08:20 PM 0
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It's also if(Vector3.Distance(transform.position,targetPoint)< $$anonymous$$Distance ) but it does not show up right. EDIT: Okay, now it does.

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