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Unity: Shooter 2D-Character animation only runs once
2019 Community Moderator ElectionRun 2 animations at onceHow to get my animation to play in unity when my character jumpsHow to access animation parameters in Unity C#?Maya keyframe animation to unityHow can I stop an animator playing in UnityNot able to Shoot in the direction of the handHow do I delay an animation using my character movement script?Unity character controller script and animatorUnity Play animation after setActive on a hidden layerUnity Animator.Play how to transition to another animation at the same time
I wanted my animation to play whenever my character shoots the gun but currently the animation runs only when it fires the first time and not the others. I have the impression that it will be something very simple in the code but I have been around here and still have not found a solution. Can someone give me a hint, please?
Here is the animation part in the code:
private Animator myAnimator;
private bool isFire;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled =true;
myAnimator.SetBool (FireAnimHash ,isFire);
private void Update()
{
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
isFire = true;
myAnimator.SetBool (FireAnimHash ,isFire);
unity3d animation unityscript animator
add a comment |
I wanted my animation to play whenever my character shoots the gun but currently the animation runs only when it fires the first time and not the others. I have the impression that it will be something very simple in the code but I have been around here and still have not found a solution. Can someone give me a hint, please?
Here is the animation part in the code:
private Animator myAnimator;
private bool isFire;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled =true;
myAnimator.SetBool (FireAnimHash ,isFire);
private void Update()
{
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
isFire = true;
myAnimator.SetBool (FireAnimHash ,isFire);
unity3d animation unityscript animator
Did you mean to have two opening braces under yourUpdatemethod?
– Eliasar
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago
add a comment |
I wanted my animation to play whenever my character shoots the gun but currently the animation runs only when it fires the first time and not the others. I have the impression that it will be something very simple in the code but I have been around here and still have not found a solution. Can someone give me a hint, please?
Here is the animation part in the code:
private Animator myAnimator;
private bool isFire;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled =true;
myAnimator.SetBool (FireAnimHash ,isFire);
private void Update()
{
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
isFire = true;
myAnimator.SetBool (FireAnimHash ,isFire);
unity3d animation unityscript animator
I wanted my animation to play whenever my character shoots the gun but currently the animation runs only when it fires the first time and not the others. I have the impression that it will be something very simple in the code but I have been around here and still have not found a solution. Can someone give me a hint, please?
Here is the animation part in the code:
private Animator myAnimator;
private bool isFire;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled =true;
myAnimator.SetBool (FireAnimHash ,isFire);
private void Update()
{
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
isFire = true;
myAnimator.SetBool (FireAnimHash ,isFire);
unity3d animation unityscript animator
unity3d animation unityscript animator
asked 2 days ago
tigrevtigrev
75
75
Did you mean to have two opening braces under yourUpdatemethod?
– Eliasar
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago
add a comment |
Did you mean to have two opening braces under yourUpdatemethod?
– Eliasar
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago
Did you mean to have two opening braces under your
Update method?– Eliasar
2 days ago
Did you mean to have two opening braces under your
Update method?– Eliasar
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago
add a comment |
3 Answers
3
active
oldest
votes
Actually, you use Triggers, not bools, when animating these types of animations, which become true and then false.
Copy the below script and change the variable type to trigger from bool in animator tab in unity.
It should work.
private Animator myAnimator;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled = true;
private void Update()
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
myAnimator.SetTrigger(FireAnimHash);
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
|
show 4 more comments
I don't know if your isFire is set to false after playing the shooting animation. If it has been true, and you have not transitioned it to other animations in the mecanim and did not set the animation to loop.
add a comment |
You either need to set isFire = false somewhere in your code, or you need to use Animator.SetTrigger.
From Unity's Documentation
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and
// “Jump”
//Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that
// could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour
Animator m_Animator;
void Start()
//Get the Animator attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
void Update()
//Press the up arrow button to reset the trigger and set another one
if (Input.GetKey(KeyCode.UpArrow))
//Reset the "Crouch" trigger
m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump"
m_Animator.SetTrigger("Jump");
if (Input.GetKey(KeyCode.DownArrow))
//Reset the "Jump" trigger
m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch"
m_Animator.SetTrigger("Crouch");
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
Actually, you use Triggers, not bools, when animating these types of animations, which become true and then false.
Copy the below script and change the variable type to trigger from bool in animator tab in unity.
It should work.
private Animator myAnimator;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled = true;
private void Update()
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
myAnimator.SetTrigger(FireAnimHash);
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
|
show 4 more comments
Actually, you use Triggers, not bools, when animating these types of animations, which become true and then false.
Copy the below script and change the variable type to trigger from bool in animator tab in unity.
It should work.
private Animator myAnimator;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled = true;
private void Update()
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
myAnimator.SetTrigger(FireAnimHash);
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
|
show 4 more comments
Actually, you use Triggers, not bools, when animating these types of animations, which become true and then false.
Copy the below script and change the variable type to trigger from bool in animator tab in unity.
It should work.
private Animator myAnimator;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled = true;
private void Update()
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
myAnimator.SetTrigger(FireAnimHash);
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Actually, you use Triggers, not bools, when animating these types of animations, which become true and then false.
Copy the below script and change the variable type to trigger from bool in animator tab in unity.
It should work.
private Animator myAnimator;
private string FireAnimHash = "isFire";
void Awake()
spriteRend = GetComponent<SpriteRenderer>();
void Start()
myAnimator = GetComponent<Animator>();
myAnimator.enabled = true;
private void Update()
AimArmAtMouse();
if (Input.GetButtonDown("Fire1"))
myAnimator.SetTrigger(FireAnimHash);
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
edited 7 hours ago
Supa Mega Ducky Momo da Waffle
2,00441129
2,00441129
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered 2 days ago
Naresh BishtNaresh Bisht
667
667
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Naresh Bisht is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
|
show 4 more comments
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
Sorry, this game its my hobby...im working late last night...i only tried this code now....but now its not shooting at all...i have to get more closer to the code to see my mistake...
– tigrev
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
you have to change the variable to trigger from bool
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Go to animator tab and add a trigger variable in properties tab of animator and rename that variable to isFire. Delete the already created bool isFire and then run the script it should work. Suppose u want to go to Fire state from ideal state when FireAnimHash Trigger is pulled then make transistion from ideal to Fire and set the condition to isFire and make anathor transition from Fire to ideal state with no condition in it and dont edit HasExitTime. HasExitTime has to be checked. Try this it will work.
– Naresh Bisht
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
Thank you , @Naresh Bisht. I Will try in my lunch hour and give feedback...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
.i did like you said and change the variable but now he plays the animation only once and before i click the mouse...and nothing more....when i click the mouse there is no animation now...
– tigrev
yesterday
|
show 4 more comments
I don't know if your isFire is set to false after playing the shooting animation. If it has been true, and you have not transitioned it to other animations in the mecanim and did not set the animation to loop.
add a comment |
I don't know if your isFire is set to false after playing the shooting animation. If it has been true, and you have not transitioned it to other animations in the mecanim and did not set the animation to loop.
add a comment |
I don't know if your isFire is set to false after playing the shooting animation. If it has been true, and you have not transitioned it to other animations in the mecanim and did not set the animation to loop.
I don't know if your isFire is set to false after playing the shooting animation. If it has been true, and you have not transitioned it to other animations in the mecanim and did not set the animation to loop.
answered 2 days ago
GrapesGrapes
63
63
add a comment |
add a comment |
You either need to set isFire = false somewhere in your code, or you need to use Animator.SetTrigger.
From Unity's Documentation
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and
// “Jump”
//Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that
// could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour
Animator m_Animator;
void Start()
//Get the Animator attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
void Update()
//Press the up arrow button to reset the trigger and set another one
if (Input.GetKey(KeyCode.UpArrow))
//Reset the "Crouch" trigger
m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump"
m_Animator.SetTrigger("Jump");
if (Input.GetKey(KeyCode.DownArrow))
//Reset the "Jump" trigger
m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch"
m_Animator.SetTrigger("Crouch");
add a comment |
You either need to set isFire = false somewhere in your code, or you need to use Animator.SetTrigger.
From Unity's Documentation
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and
// “Jump”
//Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that
// could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour
Animator m_Animator;
void Start()
//Get the Animator attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
void Update()
//Press the up arrow button to reset the trigger and set another one
if (Input.GetKey(KeyCode.UpArrow))
//Reset the "Crouch" trigger
m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump"
m_Animator.SetTrigger("Jump");
if (Input.GetKey(KeyCode.DownArrow))
//Reset the "Jump" trigger
m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch"
m_Animator.SetTrigger("Crouch");
add a comment |
You either need to set isFire = false somewhere in your code, or you need to use Animator.SetTrigger.
From Unity's Documentation
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and
// “Jump”
//Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that
// could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour
Animator m_Animator;
void Start()
//Get the Animator attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
void Update()
//Press the up arrow button to reset the trigger and set another one
if (Input.GetKey(KeyCode.UpArrow))
//Reset the "Crouch" trigger
m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump"
m_Animator.SetTrigger("Jump");
if (Input.GetKey(KeyCode.DownArrow))
//Reset the "Jump" trigger
m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch"
m_Animator.SetTrigger("Crouch");
You either need to set isFire = false somewhere in your code, or you need to use Animator.SetTrigger.
From Unity's Documentation
//Attach this script to a GameObject with an Animator component attached.
//For this example, create parameters in the Animator and name them “Crouch” and
// “Jump”
//Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that
// could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour
Animator m_Animator;
void Start()
//Get the Animator attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
void Update()
//Press the up arrow button to reset the trigger and set another one
if (Input.GetKey(KeyCode.UpArrow))
//Reset the "Crouch" trigger
m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump"
m_Animator.SetTrigger("Jump");
if (Input.GetKey(KeyCode.DownArrow))
//Reset the "Jump" trigger
m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch"
m_Animator.SetTrigger("Crouch");
answered 2 days ago
EliasarEliasar
718616
718616
add a comment |
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StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f55021966%2funity-shooter-2d-character-animation-only-runs-once%23new-answer', 'question_page');
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Did you mean to have two opening braces under your
Updatemethod?– Eliasar
2 days ago
Eliasar, that s not all the code of this script ...only the Animation parte...i have other functions in the same script...
– tigrev
2 days ago