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 /
  • Help Room /
avatar image
0
Question by theNumber · Jun 23, 2016 at 10:31 AM · animationcollisioncolliders

Animation states do not match character's behavior

I am creating a simple endless runner game. The ground is made of different colliders. There are four states of animation:

Run, Get force, Jump, Big jump. Every state is looped and there are no exit times.

Unfortunately, it doesn't work well. The biggest problem is, when I press spacebar quickly, the character is in the state 0 (run animation) while in the air. Sometimes, also in the air, the character is able to get force. To me it seems, that even when the character is making jump it can touch another collider. However, my prevention methods don't work. How can I make those animation states match the character behavior?

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class Move : MonoBehaviour {
 
     public Animator animator;
     Rigidbody rigidBody;
     CapsuleCollider capsuleCollider;
     int isGrounded=2;
     int jumpType;
     float force = 2;
     float jump = 20000;
     float minJump = 0.1f;
     float jumpTime;
     bool isJumping;
 
     void Start () 
     {
         animator = GetComponentInChildren<Animator>();
         rigidBody=GetComponent<Rigidbody>();
         capsuleCollider = GetComponent<CapsuleCollider>();
     }
 
     void Update()
     {   
     if(isJumping)
     {
         jumpTime+=Time.deltaTime;
     }
         // if the character is grounded
         if (isGrounded==1)
         {
             //jump if the key is released, jump
             if(Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0))
             {   isJumping=true;
                 isGrounded=2;
 
                 if(rigidBody.velocity.y<30)
                 {
                     rigidBody.AddForce(Vector3.up*jump*force*0.55f);
 
                     jumpType=2;
 
                     if (force>2.5f) jumpType =3;
                     animator.SetInteger("state",jumpType);
                     force=2;
                 }
 
             }
             //if the key is pressed, add force. longer you hold, higher you jump
             else if(Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
             {
                 animator.SetInteger("state",1);
                 force+=Time.deltaTime*0.7f;
             }
             //just keep running 
             else if(rigidBody.velocity.y<0)
             {   
                 animator.SetInteger("state",0); 
             }
         }
 
     }
 
 
     void OnCollisionEnter(Collision collision)
     {   
         //you are grounded. additional 'if', because sometimes you touch collider after jump        
         if(isJumping && isGrounded==2)
         {   if(jumpTime>minJump)
         {
             isGrounded=1;   
             isJumping=false;
             jumpTime=0;
         }}
 
     }
 
 }
Comment
Add comment
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

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

112 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

Related Questions

Ragdoll Collider problem 0 Answers

how to detect a collision from using 2-D colliders? 0 Answers

Colliders for tunnels 0 Answers

Physics Engine doesn't work,Collisions never work 0 Answers

Need a simple health script 1 Answer


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