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Question by FIREHIVE · Mar 22, 2020 at 06:28 PM · animationrollingdodge

3D dodge animation problem

This is for my top down isometric 3d game, I have some problems with the dodge/roll, I don't even know if I implemented it the right way, I tried every way possible, state machine, animation events, coroutines, checking if animations end etc. Nothing works as It should, the coroutine aproach works the best.. but I still have one problem.

  void Update()
     {
         direction.x = Input.GetAxis("Horizontal");
         direction.z = Input.GetAxis("Vertical");
 
         if (direction.sqrMagnitude > 1.0f)
             direction.Normalize();
 
         timer -= Time.deltaTime;
       
         //timer = 0.3f, can only dodge every 300ms
         if (time > timer) {
             if (Input.GetButtonDown("Jump")) {
                 roll = true;
                 timer = time;
             }
         }
     }
 
 void FixedUpdate() {
         Gravity();
         Roll();
 
         //if the player is rolling stop other movements
         if (canMove) {
 
         Move();
         //rotate player to face the cursor
         Rotate();
         } else {
            //rotate player to facing direction
             transform.rotation = Quaternion.LookRotation(lastDirection);
             movement = Vector3.zero; //reset movement vector when rolling
         }
     }
 
 private void Move() {
             movement = (forward * direction.z) + (right * direction.x);
             controller.Move(movement * movSpeed * Time.deltaTime);
             if (movement != Vector3.zero) {
             lastDirection = movement;
             }
             UpdateAnim(movement);
     }
 
     private void UpdateAnim(Vector3 direction) {
         if(direction.x != 0 || direction.y != 0) {
             anim.SetBool("running", true);
         }
         else {
             anim.SetBool("running", false);
         }
     }
 
  private void Roll() {
          if (roll) {
              StartCoroutine(RollRoutine());
          }
 
   IEnumerator RollRoutine() {
         float elapsedTime = 0f;
         while(elapsedTime < duration) {
             controller.Move(lastDirection.normalized * Time.deltaTime);
             elapsedTime += Time.deltaTime;
         }
         canMove = false;
         anim.SetBool("rolling", true);
        
         yield return new WaitForSecondsRealtime(0.55f);
 
         anim.SetBool("rolling", false);
         roll = false;
         canMove = true;
     } 

The problem is when I spam space to roll, the player would sometimes stop the animation, repeat it in place etc. and glitch out, even tho I have a timer on the space bar so it cannot be spammed, even If I bump it up to only let space be pressed every 1 or 2 seconds, it still happens.

This is the problem, the character does that.. I was spamming space the entire time in the video: https://youtu.be/ne1AjrQdo2Y

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