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Question by BlankSlates · Jul 16, 2018 at 02:05 PM · animation2dmovementspriteanimator controller

Beginner using the animation controller to get a sprite walking left and right..Need some help going from here

So, im trying to get a basic moveleftright and animations to walk left and right for a 2d shooter(magic actually) sidescroll game. Im new and finding it a bit confusing. This is what i have so far.. it works barely but the animation doesnt play long enough and its unresponsive as far as speed to change the animations as well as it occasionally getting stuck on walkLeft for some reason.

My animator controller atm is set up with 1 parameter called state witch is an int. It go's

anystate Entry ->Idle<->walkRight
<->walkLeft so from idle which is the base and back and forth from walk right and left with 2 each. if that makes enough since. so each one of the back to idle is set at 0 walkLeft is set to 2 and walkRight is set to 1. atm no transitions from anystate.

Heres my code so far. You can ignore the mess that is me trying to get jumping working because thats a whole different issue for me atm.

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


  public class Player : MonoBehaviour
 {
  private Animator anim;

 const int stateIdle = 0;
 const int stateWalkleft = 1;
 const int stateWalkright = 2;

 int _currentAnimationState = stateIdle; 



 [SerializeField]
 private int JumpCount = 0;
 [SerializeField]
 private int MaxJumps = 2; //max amount you can jump ie 2 for double jump

 private bool isGrounded;


 [SerializeField]
 private float jumpStrength = 20f;

 [SerializeField]
 private bool dead;

 [SerializeField]
 private float moveSpeed = 100f;
 
 private Rigidbody2D rb2D;



 

 // Use this for initialization
 void Start ()
 {
     rb2D = GetComponent<Rigidbody2D>();
     JumpCount = MaxJumps;
     anim = GetComponent<Animator>();
     
 }

 private void FixedUpdate()
 {
    

     walk();

    





 } 
 // Update is called once per frame
 void Update ()
 {
    

 }

 private void walk()
 {
     
     if ( Input.GetKey("d"))
     {
         if (dead != true)
         
         rb2D.AddForce(transform.right * moveSpeed * Time.deltaTime);
         changeState(stateWalkleft);
         
       
        
         
     }

     else if (Input.GetKey("a"))
     {
         if (dead != true)
             
         rb2D.AddForce(-transform.right * moveSpeed * Time.deltaTime);
         changeState(stateWalkright);
       
     }


     else if (Input.GetKeyDown("space") == true && isGrounded)
     {
         if (JumpCount > 0 )

         {
             
             rb2D.AddForce(transform.up * jumpStrength );
             JumpCount = JumpCount - 1;
         }

         else if (JumpCount <= 0)
          {

          }
         
     }

     else if (isGrounded)
     {
         changeState(stateIdle);
     }

 }

 private void OnCollisionEnter2D(Collision2D collision)
 {
     switch (collision.gameObject.tag)
     {
         case "floor":
             {
                 JumpCount = MaxJumps;
                 isGrounded = true;
                 //print("I'm touching the ground");
                
                 return;
             }

         default:
             {
                 isGrounded = false;
                 return;
             }
             


           
     }

 }

 private void changeState(int state)
 {
     if (_currentAnimationState == state)
     {
         

         switch (state)
         {
             case stateWalkleft:
                 {
                     anim.SetInteger("state", stateWalkleft);
                     break;
                 }
                 
         }
         switch (state)
         {
             case stateWalkright:
                 {
                     anim.SetInteger("state", stateWalkright);
                     break;
                 }
         }
         switch (state)
         {
             case stateIdle:
                 {
                     anim.SetInteger("state", stateIdle);
                     break;
                 }
         }
         
     }
     _currentAnimationState = state;
 }
 

}

My question is, how to make the transitions fast enough and not get stuck. As well as looping them.

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