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Question by falconstrike209 · Jan 02, 2021 at 07:09 PM · animation2dplayer

How do I stop playing my jump animation?

I have a Jump animation for my 2d character. On the jump input, I set a bool to transition into the jump animation clip from any state to true. I need to set the bool to false when The player touches the ground again. the most common method I see is to set the bool to false if the ground detector is detecting something. However, when I try to follow tutorials that do this, I can't seem to get it to work. I currently don't have a line of code to set the bool to false, because it wasn't working anyway, but here's my player movement script:

 public class PlayerMovement : MonoBehaviour
 {
     public Rigidbody2D rb;
     public float movementSpeed;
     public float jumpForce;
     public Transform groundDetector;
     public LayerMask groundLayers;
     public bool facingRight;
 
     public Animator animator;
 
     float mx;
 
     private void Update()
     {
         mx = Input.GetAxisRaw("Horizontal");
 
         Flip();
 
         if (Input.GetButtonDown("Jump") && IsGrounded())
         {
             animator.SetBool("Jump", true);
             Jump();
         }
 
         animator.SetFloat("yVelocity", rb.velocity.y);
 
     }
 
     private void FixedUpdate()
     {
         animator.SetFloat("Speed", Mathf.Abs(mx));
 
         Vector2 movement = new Vector2(mx * movementSpeed, rb.velocity.y);
 
         rb.velocity = movement;
 
     }
 
     void Jump()
     {
         Vector2 movement = new Vector2(rb.velocity.x, jumpForce);
 
         rb.velocity = movement;
     }
 
     public bool IsGrounded()
     {
         Collider2D groundCheck = Physics2D.OverlapCircle(groundDetector.position, 0.1f, groundLayers);
 
         if (groundCheck != null)
         {
             return true;
         }
 
         return false;
     }
 
     void Flip()
     {
         if ((mx < 0 && facingRight) || (mx > 0 && !facingRight))
         {
             facingRight = !facingRight;
             transform.Rotate(new Vector3(0, 180, 0));
         }
     }
 }

If anyone can help with this I would greatly appreciate it. Thanks!

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avatar image falconstrike209 · Jan 02, 2021 at 08:39 PM 0
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Here are the specific bits of code relating to my problem:

  private void Update()
      {
          mx = Input.GetAxisRaw("Horizontal");
  
          Flip();
  
          if (Input.GetButtonDown("Jump") && IsGrounded())
          {
              animator.SetBool("Jump", true);
              Jump();
          }
  
          animator.SetFloat("yVelocity", rb.velocity.y);
  
      }

      void Jump()
      {
          Vector2 movement = new Vector2(rb.velocity.x, jumpForce);
  
          rb.velocity = movement;
      }
  
      public bool IsGrounded()
      {
          Collider2D groundCheck = Physics2D.OverlapCircle(groundDetector.position, 0.1f, groundLayers);
  
          if (groundCheck != null)
          {
              return true;
          }
  
          return false;
      }
 

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