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Question by Nguyentunglam · Aug 22, 2021 at 09:28 AM · third person controllerthirdpersoncontrollerthird-person-controllerthird-person-shooterthird person shooter

How can I make walking backward animation with joystick from this link? plz help, Im stuck:((((: https://www.youtube.com/watch?v=7pepwWtR4sE

Hi, I'm following this tutorial: https://www.youtube.com/watch?v=7pepwWtR4sE

Everything's working well until I moved the player backward with a joystick, I want it to play a walk backward animation, but I don't know-how, the player keeps playing the walking forward animation although it's moving backward, plz help, here's the script:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems;

public class joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler { public RectTransform pad; public Transform player; public GameObject playerAnimator;

 Vector3 moveForward;
 Vector3 moveRotate;
 public float moveSpeed;
 public float rotateSpeed;

 bool walking;

 public void OnDrag(PointerEventData eventData)
 {

     if (!walking)
     {
         walking = true;
         playerAnimator.GetComponent<Animator>().SetBool("walkForward", true);
     }

     transform.position = eventData.position;
     transform.localPosition = 
         Vector2.ClampMagnitude(eventData.position - (Vector2)pad.position,pad.rect.width * 0.5f);

     moveForward = new Vector3(0, 0, transform.localPosition.y).normalized;
     moveRotate = new Vector3(0, transform.localPosition.x, 0).normalized;

     
 }

 public void OnPointerUp(PointerEventData eventData)
 {

     StopCoroutine("playerMove");
     walking = false;
     playerAnimator.GetComponent<Animator>().SetBool("walkForward", false);

     transform.localPosition = Vector3.zero;

     moveForward = Vector3.zero;
     moveRotate = Vector3.zero;  
 }

 public void OnPointerDown(PointerEventData eventData)
 {
     StartCoroutine("playerMove");
 }

 IEnumerator playerMove()
 {
     while (true)
     {
         player.Translate(moveForward * moveSpeed * Time.deltaTime);

         if (Mathf.Abs(transform.localPosition.x) > pad.rect.width * 0.3f)
             player.Rotate(moveRotate * rotateSpeed * Time.deltaTime);

         yield return null;
     }
 }

}

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