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Question by midnightcat123 · May 30, 2018 at 08:36 PM · animation2dloopnot working

Some animations not looping how I want

midnightcat123
Joined:Feb 20, 2018 Posts:2 Hello I have a 2d player with 8-direction turning (I didn't make the 8-direction turning script myself, but I made changes to it). In the script it tells which direction to go and which animation to play. Then when I stop pressing a key it goes to the one frame idle animation associated with it when the anim_over condition is on. All the animations have Has Exit Time turned off, also. My problem is that walking right, left, and up aren't looping while I walk as the other 5 directions are and I've been unable to find a solution.

Video of What I mean:

link text

Full code for this:

 using UnityEngine;
 using System.Collections;
  
 public class playerController : MonoBehaviour
 {
     Animator anim;
     public float speed = 1f;
     private Vector2 movement;
  
  
     // Use this for initialization
     void Start()
     {
         anim = GetComponent<Animator>();
     }
  
     // Update is called once per frame
     void FixedUpdate()
     {
         float inputX = Input.GetAxisRaw("Horizontal");
         float inputY = Input.GetAxisRaw("Vertical");
         movement = new Vector2(inputX, inputY);
  
         //Diagonals
        
         if (inputX != 0 && inputY != 0)
         {
             if (movement.y == 1 && movement.x == -1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_up_left"))
             {
                 anim.SetTrigger("move_up_left");
             }
  
             if (movement.y == 1 && movement.x == 1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_up_right"))
             {
                 anim.SetTrigger("move_up_right");
             }
  
             if (movement.y == -1 && movement.x == -1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_down_left"))
             {
                 anim.SetTrigger("move_down_left");
             }
  
             if (movement.y == -1 && movement.x == 1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_down_right"))
             {
                 anim.SetTrigger("move_down_right");
             }
         }
  
         else if (inputX != 0 || inputY != 0)                                                                 //These are the animations that arent looping...
         {
  
             //left/right/up/down
             if (movement.x == -1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_left"))
             {
                 anim.SetTrigger("move_left");                                                                                                  
             }
  
             if (movement.x == 1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_right"))
             {
                 anim.SetTrigger("move_right");
             }
  
  
             if (movement.y == 1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_up"))
             {
                 anim.SetTrigger("move_up");
             }
  
  
             if (movement.y == -1 && !this.anim.GetCurrentAnimatorStateInfo(0).IsName("move_down"))
             {
                 anim.SetTrigger("move_down");
             }
         }
         else
         {
             anim.SetTrigger("anim_over");
         }
  
  
         transform.Translate(movement * speed * Time.deltaTime);
     }
  
 }

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Answer by hawksandwichgames · May 31, 2018 at 05:46 AM

Have you tried selecting the non-looping animations in your project tab and selecting "Loop Time?"

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