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Question by Juankmilob0322 · Oct 22, 2020 at 08:39 PM · physicsanimatorcharactercontroller

How to make character stop after landing

I have a code that executes my characters basic motions fine (forwards,backwards, rotations and static jump) but when I jump forward using W+Space the character won't stop sliding once it lands. As you can see not even the walking animation plays upon landing so I'm assuming unity is not receiving any W input. alt text


using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.PlayerLoop;

public class MajortomCONt : MonoBehaviour { [SerializeField] float WalkSpeed = 1; [SerializeField] float RunSpeed = 8; [SerializeField] float rotationSpeed = 80; [SerializeField] float JumpMagnitude = 5; float gravity = 8; float rot = 0f;

 Vector3 moveDir = Vector3.zero;

 CharacterController controller;
 Animator anim;
 private void Start()
 {
     controller = GetComponent<CharacterController> ();
     anim = GetComponent<Animator>(); 
 }




 private void Update()
 {
     if(controller.isGrounded)
     {
         if(Input.GetKey(KeyCode.W))     //Forward
             {
             moveDir = new Vector3(0, 0, 1);
             moveDir *= WalkSpeed;
             moveDir = transform.TransformDirection(moveDir);
             anim.SetInteger("Condition", 1);
             anim.SetFloat("Speed", WalkSpeed);
         }
         if(Input.GetKeyUp(KeyCode.W))
         {
             moveDir = new Vector3(0,0,0);
             anim.SetInteger("Condition", 0);
         }
         if(Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.LeftShift))
         {
             anim.SetInteger("Condition", 2);
             moveDir = new Vector3(0, 0, 1);
             moveDir *= RunSpeed;
             moveDir = transform.TransformDirection(moveDir);
        
         }

         if (Input.GetKey(KeyCode.S))
         {
             moveDir = new Vector3(0, 0, 1);
             moveDir *= -WalkSpeed;
             moveDir = transform.TransformDirection(moveDir);
             anim.SetFloat("Speed", -WalkSpeed);
             anim.SetInteger("Condition", 1);
         }
         if (Input.GetKeyUp(KeyCode.S))
         {
             moveDir = new Vector3(0, 0, 0);
             anim.SetInteger("Condition", 0);
         }

         if(Input.GetKey(KeyCode.Space))
         {
             moveDir = new Vector3(0, 1, 0);
             moveDir *= JumpMagnitude;
             moveDir = transform.TransformDirection(moveDir);
             anim.SetInteger("Condition", 3);
         }
        

         if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W))
         {
             moveDir = new Vector3(0, 1, 1);     
             moveDir *= JumpMagnitude;
             moveDir = transform.TransformDirection(moveDir);
             anim.SetInteger("Condition", 3);

         }
         if (Input.GetKeyUp(KeyCode.Space) && Input.GetKeyUp(KeyCode.W))
         {
             moveDir = new Vector3(0, 0, 0);
             moveDir = transform.TransformDirection(moveDir);
             anim.SetInteger("Condition", 0);
             
         }

     }

    
  
     rot += Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime;
     transform.eulerAngles = new Vector3(0, rot, 0);             
     moveDir.y -= gravity * Time.deltaTime;
     controller.Move(moveDir * Time.deltaTime);

 }

}

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