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Question by mikeycgreen100 · Nov 16, 2021 at 08:55 PM · unity 2d

unity 2d character stuck in jump animation

when i jump the jump animation stays in place please help me heres the heres the code

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

public class MoveAndFlip : MonoBehaviour { public Animator animator; public float MovementSpeed = 1; public float JumpForce = 1; [Header("Is your character facing right before runtime? If yes, check box")] public bool facingRight;

 public float horizontalValue;
 public float speed;

 private Rigidbody2D _rigidbody;

 // Update is called once per frame
 private void Start()
 {
     _rigidbody = GetComponent<Rigidbody2D>();
 }
 private void Update()
 {
     move();

     // use this for the wrong way
     //wrongWayToFlip();

     // use this for a better way
     properFlip();
     var movement = Input.GetAxis("Horizontal");
     transform.position += new Vector3(movement, 0, 0) * Time.deltaTime * MovementSpeed;

     animator.SetFloat("Speed", Mathf.Abs(horizontalValue));

     if (Input.GetButtonDown("Jump") && Mathf.Abs(_rigidbody.velocity.y) < 0.001f)
     {
         animator.SetBool("IsJumping", true);
         _rigidbody.AddForce(new Vector2(0, JumpForce), ForceMode2D.Impulse);
     }
 }
 
 public void OnLanding ()
 {
     animator.SetBool("IsJumping", false);
 }

 void move()
 {
     horizontalValue = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
     //transform.Translate(new Vector3()
 }

 void properFlip()
 {
     if((horizontalValue < 0 && facingRight) || (horizontalValue > 0 && !facingRight))
     {
         facingRight = !facingRight;
         transform.Rotate(new Vector3(0, 180, 0));
     }
 }

 void wrongWayToFlip()
 {
     if ((horizontalValue < 0 && facingRight) || (horizontalValue > 0 && !facingRight))
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }

 }

}

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