Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by poly-histor · Mar 17, 2018 at 09:49 AM · animationstuckrunidle animations

character does not transition back to idle from run animation

The character plays the idle animation once at the start, upon pressing the left or right button, it transitions to the run animation however, it wont transition back to idle, being stuck in the running animation, i have a feeling that it could be that the speed stays fixed at 1, but i am not sure. I am fairly new, this could just be a simple answer. This is the character controller script. (if it helps)

 using System;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 using System.Collections;
 
 namespace MoreMountains.Tools
 {
     public class PlatformerCharacter2D : MonoBehaviour
     {
         public static PlatformerCharacter2D instance;
     
         [SerializeField] public float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
         [SerializeField] public float m_JumpForce = 600f;                  // Amount of force added when the player jumps.
         
         [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
         [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character
 
         private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
         const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
         private bool m_Grounded;            // Whether or not the player is grounded.
         
         private Animator m_Anim;            // Reference to the player's animator component.
         private Rigidbody2D m_Rigidbody2D;
         private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 
 
         [HideInInspector]
         public Collider2D[] myColls;
 
 
 
 
         private void Awake()
         {
             instance = this;
            
             // Setting up references.
             m_GroundCheck = transform.Find("GroundCheck");
          
             m_Anim = GetComponent<Animator>();
             m_Rigidbody2D = GetComponent<Rigidbody2D>();
             myColls = this.GetComponents<Collider2D>();
 
         }
 
 
 
 
 
 
         private void Update()
         {
             m_Grounded = false;
 
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             // This can be done using layers instead but Sample Assets will not overwrite your project settings.
             Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, m_WhatIsGround);
             for (int i = 0; i < colliders.Length; i++)
             {
                 if (colliders[i].gameObject != gameObject)
                     m_Grounded = true;
             }
             m_Anim.SetBool("Ground", m_Grounded);
 
             // Set the vertical animation
             m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
 
 
         
         }
 
 
         public void Move(float move)
         {
             
             //only control the player if grounded or airControl is turned on
             if (m_Grounded || m_AirControl) {
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 m_Anim.SetFloat  ("Speed", Mathf.Abs (move));
                  
                 // Move the character
                 m_Rigidbody2D.velocity = new Vector2 (move * m_MaxSpeed, m_Rigidbody2D.velocity.y);
     
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !m_FacingRight) {
                     // ... flip the player.
                     Flip ();
 
                 }
 
                     // Otherwise if the input is moving the player left and the player is facing right...
                if (move < 0 && m_FacingRight) {
                     // ... flip the player.
                     Flip ();
 
             }
             
 
 
         }
 
              
 
     }
 
 
 
 
 
 
         public void Jump (bool jump )
         {
             // If the player should jump...
             if (m_Grounded && jump && m_Anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
                 m_Rigidbody2D.velocity = new Vector2 (0, 0);
                 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
             }
         
         }
 
         private void Flip()
         {
             // Switch the way the player is labelled as facing.
             m_FacingRight = !m_FacingRight;
 
             // Multiply the player's x local scale by -1.
             Vector3 theScale = transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     
 
     }
 }
 






Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hexagonius · Mar 17, 2018 at 10:13 AM 0
Share

You could make sure what the speed value is

avatar image poly-histor hexagonius · Mar 17, 2018 at 10:59 AM 0
Share

sorry but could you explain, on how you would go about doing it ?

avatar image hexagonius poly-histor · Mar 17, 2018 at 08:38 PM 0
Share

logging the value to the console? setting a breakpoint after the anomaly happens and investigate? debugging your code.

https://unity3d.com/de/learn/tutorials/topics/scripting/debugging-unity-games-visual-studio

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

202 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Idle Animations, Player Walking 0 Answers

Mechanim trigger problem 1 Answer

Player plays walking animation if I press a and d at the same time while standing still 2 Answers

Won't run when clicked during animation. 1 Answer

8-Way Animation Blending 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges