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Question by Moudhaffer22 · Dec 30, 2019 at 02:09 PM · animationanimation script

Problem with Idle animation for player

I'm following Sykoo's Let's make an RPG series, our code is basically the same but I have a problem when executing. the game works fine but when I first drop I'm idle then I point and click to move and moving animation works fine but after I reach my destination the player keeps on doing the walking animation and doesn't go back to idle. This is the code. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class playerMovement : MonoBehaviour
 {
     //variables
     public float movementSpeed;
     public GameObject playerMovePoint;
     private GameObject pmr;
     Animation anim;
     private bool triggeringPMR;
 
     bool moving;
 
 
     public void Start()
     {
         pmr = Instantiate(playerMovePoint, this.transform.position, Quaternion.identity);
 
         anim = GetComponent<Animation>();
     }
     //functions
     public void FixedUpdate()
     {
         //Player Controls
 
         Plane playerPlane = new Plane(Vector3.up, transform.position);//Creating a plane and detecting mouse click on it with ray
 
         Ray ray = UnityEngine.Camera.main.ScreenPointToRay(Input.mousePosition);// stores mouse position into ray
 
         float hitDistance = 0.0f;
 
         if (playerPlane.Raycast(ray, out hitDistance))
         {
             Vector3 mousePosition = ray.GetPoint(hitDistance);
 
             if (Input.GetMouseButtonDown(1))
             {
                 moving = true;
                 triggeringPMR = false;
                 pmr.transform.position = mousePosition;
                 pmr.GetComponent<BoxCollider>().enabled = true;
             }
         }
 
         if (moving)
 
             Move();
         else
 
             Idle();
 
         if (triggeringPMR)
         {
             moving = false;
         }
     }
 
     public void Move()
     {
         transform.position = Vector3.MoveTowards(transform.position, pmr.transform.position, movementSpeed);
 
         this.transform.LookAt(pmr.transform);
 
         anim.CrossFade("walk");
     }
 
     public void Idle()
     {
         anim.CrossFade("idle");
     }
 
     public void OnTriggerEnter(Collider other)
     {
         if (other.tag == "PMR")
         {
             triggeringPMR = true;
         }
     }
 
     public void OnTriggerExit(Collider other)
     {
         if (other.tag == "PMR")
         {
             triggeringPMR = false;
         }
     }
 
 }
 
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avatar image BillehBawb · Dec 30, 2019 at 10:09 PM 0
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Can you post a screenshot of your animator component? The issue is likely with your transitions in that.

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Answer by jonorgan26 · Dec 30, 2019 at 10:45 PM

Unless I'm missing something is there a reason you don't have a { on line 44 and after the "else" on line 46, and a } before the "else" on line 46 and on line 49 as well?

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