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Question by Creative Inventory · Dec 06, 2015 at 01:36 PM · animatorclicktomove

animator: click to move animation not working

I have this 2D topdown game where I have a click to move script attached to my player. I created a blend tree state called walking to play animation in 4 different directions (Up,Down, left and right). The blend tree works, my only problem is is that the animator doesn't play the walking state when I click to a position, however it plays the walking state when I move my mouse around, like actually hovering my mouse around. How would I stop this from happening and play the walking state when I click to a position. Thank you!

   using UnityEngine;
 
   using System.Collections;

 public class move : MonoBehaviour {

   private Animator anim;
  public float speed = 15f;
  private Vector3 target;

 
  void Start () {
            target = transform.position;
     anim = GetComponent<Animator> ();
 }
 
 void Update () {
     if (Input.GetMouseButtonDown(0)) {
         target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         target.z = transform.position.z;
     }
     transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
     float inputX = Input.GetAxis ("Mouse X");
     float inputY = Input.GetAxis ("Mouse Y");

     if (Input.touchCount > 0)
     {
         inputX = Input.touches[0].deltaPosition.x;
         inputY = Input.touches[0].deltaPosition.y;
     }

     anim.SetFloat ("SpeedX", inputX);
     anim.SetFloat ("SpeedY", inputY);

 }

 void FixedUpdate () {

     float LastInputX = Input.GetAxis ("Mouse X");
     float LastInputY = Input.GetAxis ("Mouse Y");

     if (Input.touchCount > 0)
     {
         LastInputX = Input.touches[0].deltaPosition.x;
         LastInputY = Input.touches[0].deltaPosition.y;
     }

     if (LastInputX != 0 || LastInputY != 0) {
         anim.SetBool ("walking", true);
         if (LastInputX > 0) {
             anim.SetFloat ("LastMoveX", 1f);
         } else if (LastInputX < 0) {
             anim.SetFloat ("LastMoveX", -1f);
         } else {
             anim.SetBool ("walking", false);
         }
         if (LastInputY > 0) {
             anim.SetFloat ("LastMoveY", 1f);
         } else if (LastInputY < 0) {
             anim.SetFloat ("LastMoveY", -1f);
         } else {
             anim.SetFloat ("LastMoveY", 0f);
         }

     } else {
         anim.SetBool ("walking", false);
     }
 }
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