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Question by NeoBossGaming · Apr 22 at 10:31 AM · animationinput

Animation Input Not Working!!!!!

So i'm working on a story game, and I'm making animations. I have made a functionality for these Animations:

  1. Move Forward

  2. Idle

  3. Shoot While Moving Forward

  4. And also crouch while moving forward

For some reason I need to hold control first then w to start the Crouch while moving forward animation. Also when I release Control the animation is still playing, the other are working well, this is the Code:

using UnityEngine;

namespace Tobi.Animaton{

 public class Animation : MonoBehaviour
 {
     Animator animator;
     void Start()
     {
         animator = GetComponent<Animator>();
     }

     // Update is called once per frame
     void Update()
     {
         bool pressingControl = Input.GetKey(KeyCode.LeftControl);
         bool holdingClick = Input.GetMouseButton(0);

         if (Input.GetKey("w"))
         {

             if(pressingControl){
                 Debug.Log("Crouching");
                 animator.SetBool("Walk", false);
                 animator.SetBool("Shoot For", false);
                 animator.SetBool("Crawl For", true);
                 animator.SetBool("Idle", false);

             } 
             else if(holdingClick) {
                 Debug.Log("Shooting");
                 animator.SetBool("Walk", false);
                 Debug.Log("Pressed left click.");
                 animator.SetBool("Shoot For", true);
                 animator.SetBool("Crawl For", false);
                 animator.SetBool("Idle", false);

             }else if (!holdingClick && !pressingControl)
             {
                 animator.SetBool("Walk", true);
                 animator.SetBool("Shoot For", false);
                 animator.SetBool("Crawl For", false);
                 animator.SetBool("Idle", false);
             }
         }else{
             Debug.Log("Idling");
             animator.SetBool("Walk", false);
             animator.SetBool("Shoot For", false);
             animator.SetBool("Crawl For", false);
             animator.SetBool("Idle", true);
         }
     }
 }

}

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avatar image unity_Bx243Pl8fQOQgw · Apr 22 at 03:45 PM 0
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Hello NeoBossGaming,

Your code looks alright, and I suspect the problem is in the way the transitions are setup in the animator. It would be useful if you could update your question with more information on the animator setup.

As an aside, I believe your code can be improved for readability (this is up to you though):

 void Update()
 {
     bool pressingControl = Input.GetKey(KeyCode.LeftControl);
     bool holdingClick = Input.GetMouseButton(0);
     bool forward = Input.GetKey("w");

     animator.SetBool("Walk", forward && !pressingControl && !holdingClick);
     animator.SetBool("Shoot For", forward && !pressingControl && holdingClick);
     animator.SetBool("Crawl For", forward && pressingControl);
     animator.SetBool("Idle", !forward);
 }
avatar image NeoBossGaming · Apr 24 at 02:57 AM 0
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by "Animator Setup" do you mean the animator component?

avatar image NeoBossGaming · Apr 24 at 02:57 AM 0
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Or the animator controller?

avatar image NeoBossGaming · Apr 24 at 02:57 AM 0
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I will try to change to code to that

avatar image NeoBossGaming · Apr 24 at 03:18 AM 0
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alt text

image-2022-04-24-111736427.png (139.9 kB)

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