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Question by Ketannine99 · Mar 29, 2021 at 09:16 PM · controlleraxisif statementif-else

So I'm very new at Unity and I tried to improvise the controllers with if statement.

I tried to use the old Input.GetAxisRaw("Horizontal") and Vertical but it didn't work quite well, my character was teleporting upwards everytime i moved it, so I used this if method and it works, but i feel like i shouldn't be doing that. just to add a note here, my project is a 3D where I'm mixing with 2D sprites, that's why I'm telling to set the directions to true or false, so it calls the right animation.

 public Animator Anime;
 public float speed;

 public bool up;
 public bool down;
 public bool left;
 public bool right;

 // Start is called before the first frame update
 void Start()
 {
     speed = 6;
     
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey("w"))
     {
         transform.Translate(0, 0, (speed * Time.deltaTime));
         up = true;
     }

     else
     {
         up = false;
     }

     if (Input.GetKey("s"))
     {
         transform.Translate(0, 0, (-speed * Time.deltaTime));
         down = true;
     }

     else
     {
         down = false;
     }

     if (Input.GetKey("d"))
     {
         transform.Translate((speed * Time.deltaTime), 0, 0);
         right = true;
     }

     else
     {
         right = false;
     }

     if (Input.GetKey("a"))
     {
         transform.Translate((-speed * Time.deltaTime), 0, 0);
         left = true;
     }

     else
     {
         left = false;
     }

     Anime.SetBool("cima", up);
     Anime.SetBool("baixo", down);
     Anime.SetBool("esquerda", left);
     Anime.SetBool("direita", right);
 }

}

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