Question by 
               jimsell · Feb 08, 2016 at 11:04 PM · 
                animationanimatoranimator controllertransition  
              
 
              Animator in child receives float from parent but animation doesn't change when condition is met.
So I wrote the script down below but when I walk (and the Input.GetAxisRaw("Horizontal") value is fed to the animator) the animation doesn't transition.
The conditional statement should be met, but it acts like it didn't (printscreen).
 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour
 {
 
     public float moveSpeed;
     private bool m_FacingRight = true;  // For determining which way the player is currently facing.
     private Animator anim;
     private GameObject legs;
    
     // Use this for initialization
     void Start()
     {
         //Finds and assigns the child of the player named "Legs".
         legs = this.transform.Find("Legs").gameObject;
 
          //If the child was found.
         if (legs != null)
         {
             anim = legs.GetComponent<Animator>(); //get the animator that is attached to the object
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         var v3 = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0f);
         transform.Translate(moveSpeed * v3.normalized * Time.deltaTime);
        
         anim.SetFloat("MoveX", Input.GetAxisRaw("Horizontal"));
       
 
         // If the input is moving the player right and the player is facing left...
         if (v3.normalized.x > 0 && !m_FacingRight)
         {
             // ... flip the player.
             Flip();
         }
         // Otherwise if the input is moving the player left and the player is facing right...
         else if (v3.normalized.x < 0 && m_FacingRight)
         {
             // ... flip the player.
             Flip();
         }
     }
     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;
     }
 }
 
 
               
 
                 
                animationprintscreen.png 
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