You helped me a lot, now I am a more advanced developer. I started with game development way back in 2018, but this is the year I am running a channel that will have devlogs and other game dev related videos.
Hello, waching your tutorials since days, very clear and accurate, perfect “straight to the point” lessons, no useless bla bla. I have a question: How do we line up especially walking animation, as you mentioned at the end of this tutorial? Thank you very much!❤
Hi, you could just swap the statement so that it halves the speed if the button is not pressed. So something like this if (Input.GetKey(KeyCode.LeftShift) == false && Input.GetKey(KeyCode.RightShift) == false) { inputMagnitude /= 2; } Hope that helps 😊
Hi, i need your help please : Parameter 'IsMoving' does not exist. UnityEngine.Animator:SetBool (string,bool) ( i use the script on the description and i have this issues)
Hi, this is an animator parameter that was used in a previous tutorial that was used to switch between idle and running. As we are now using a blend tree this is no longer needed. It shouldn't cause any issues other than showing a warning though. The script on the description has now been updated to remove the reference to this parameter. Let us know if you're still having any issues
hi, i noticed that it resulted a different flow of the animation for controller and keyboard its fine for joystick but if use keyboard, it will run at default key and will walk if you press shift. hope you can help me with this, thank you !
Hello, what should I do if the animations just doesn't loop correctly? I have a blend tree for a walking animation and then a running animation, but when he's running at some point, when the animation ends and does the loop, the character just goes to the beggining of the animation (while the speed is still the same), and it doesnt keep on running as he should be. Do you know what the issue might be?
Hi i love your videos I have two questions 1. In my visual studio the "screwdriver does not have the option to introduce local for Mathf.Clamp01(movementDirection.magnitude). 2. The colorsceme on my code in visual studio is different from yours is there a setting for c# or unity that can fix this in visual studio. Thanks alot for all the great videos
Hi, sorry I'm not sure why the screwdriver isn't working. Have you selected the text "movementDirection.magnitude" before clicking it? You can change the theme for Visual Studio to Dark by following these instructions - learn.microsoft.com/en-us/visualstudio/ide/quickstart-personalize-the-ide?view=vs-2022 Hope that helps 😊
i dont know what ive done, but my Doozy walks and runs in the T shape and theres no animation at all :(, its complaining with this error : Animator is not playing an AnimatorController UnityEngine.Animator:SetBool (string,bool) PlayerMovement:Update () (at Assets/PlayerMovement.cs:87), line 87 is this one: animator.SetBool("isMoving", false);
update1&2: i forgot to drag Doozys animation controller to the doozy property, now i have a new error complaining about the 'isMoving' is not declared anywhere, I think tis was declared in the old Doozy Animation controller thing which gets deleted here: 0:58. Update2: I fixed the error by adding a new bollean called 'ismoving' to the new animator ctr
Glad you got it sorted. Yes, you're right. The reference to the IsMoving parameter was removed from the animator so should have been removed from the script to stop this warning being shown.
I'll keep trying but I don't understand why the animations are not working anymore?, now the character is just sliding, even double checked the code if i'de missed anything but does not seem so
Hi, it sounds like the parameter for the blend tree isn't being set so it is always at zero. If you have the animator window open while playing the game and have the character selected in the hierarchy, you should be able to see the parameters being set (or not) and hopefully diagnose the issue. Hope that helps 😊
hey, i dont really know whats up, but when i switch through the animations the speed doesnt change ?? did i miss something in the script or what could my problem be? eg. my running speed is the same as my walking speed.
Hi, could you check the name of the Input Magnitude parameter in the script matches the name in the animator? It may be that one has a space and one doesn't. i.e. "InputMagnitude" vs "Input Magnitude".
What is this? Parameter 'IsMoving' does not exist. UnityEngine.Animator:SetBool (string,bool) PlayerMovementFour:Update () (at Assets/Scenes/Scripting/PlayerMovementFour.cs:88) Parameter 'IsMoving' does not exist. UnityEngine.Animator:SetBool (string,bool) PlayerMovementFour:Update () (at Assets/Scenes/Scripting/PlayerMovementFour.cs:95)
Hi, apologies. I think this is a continuity error between this and a previous video. Try checking the spelling of the parameter in the animator window. It may be that there is a space in the parameter name 'Is Moving'. The two names need to match for it to work, so either change it in the script or rename the parameter. Hope that helps 😊
Not only is this well-narrated, it's also super thorough. Thank you so much! Subbed!
Super clear tutorial, thanks! It's worth noting, when she renames magnitude and speed, she is changing all occurrences, might not be clear to some.
You helped me a lot, now I am a more advanced developer. I started with game development way back in 2018, but this is the year I am running a channel that will have devlogs and other game dev related videos.
Great to hear 😊
This Series is So Good!
Thanks for this comment 😊
Hello, waching your tutorials since days, very clear and accurate, perfect “straight to the point” lessons, no useless bla bla.
I have a question: How do we line up especially walking animation, as you mentioned at the end of this tutorial?
Thank you very much!❤
Ok I’ve got the answer by your root motion tutorial, thank you👍🏻
Really enjoying this series, thanks! Keep it up :-)
Would love to see a video on root motion!
Great to hear this 😊
We're planning a couple of videos on root motion at the moment.
Thanks, this was really clear. Super helpful!
Great to hear this 😊
This is incredibly helpful!
Excellent, thank you 😊
Great tutorial, but I was wondering how to make walking animation default for walk. While running animation when shift is pressed.
Hi, you could just swap the statement so that it halves the speed if the button is not pressed. So something like this
if (Input.GetKey(KeyCode.LeftShift) == false && Input.GetKey(KeyCode.RightShift) == false)
{
inputMagnitude /= 2;
}
Hope that helps 😊
@@KetraGames Very helpful. Thank you!
was worth my time...
👍😊
Hi, i need your help please : Parameter 'IsMoving' does not exist.
UnityEngine.Animator:SetBool (string,bool) ( i use the script on the description and i have this issues)
Hi, this is an animator parameter that was used in a previous tutorial that was used to switch between idle and running. As we are now using a blend tree this is no longer needed. It shouldn't cause any issues other than showing a warning though. The script on the description has now been updated to remove the reference to this parameter. Let us know if you're still having any issues
@@KetraGames Checking if this should also be removed from the script linked in description:
else
{
animator.SetBool("IsMoving", false);
}
Thank you soooooo much god bless you. just watched a single toturial and that is it now aim proooooo
Glad it was useful 😊
hi, i noticed that it resulted a different flow of the animation for controller and keyboard
its fine for joystick but if use keyboard, it will run at default key and will walk if you press shift. hope you can help me with this, thank you !
Hello, I like your video tutorial. if you don't mind how do I want to make it run while hold shift? Thank You
Thank you.İt was amazing.
Great to hear 😊
Nice
👍😊
(I love her voice)
Thank you 😊
Hello, what should I do if the animations just doesn't loop correctly? I have a blend tree for a walking animation and then a running animation, but when he's running at some point, when the animation ends and does the loop, the character just goes to the beggining of the animation (while the speed is still the same), and it doesnt keep on running as he should be. Do you know what the issue might be?
Hi, did you manage to sort this out? Have you ticked the checkbox to have the animation loop?
Hi i love your videos I have two questions
1. In my visual studio the "screwdriver does not have the option to introduce local for Mathf.Clamp01(movementDirection.magnitude).
2. The colorsceme on my code in visual studio is different from yours is there a setting for c# or unity that can fix this in visual studio.
Thanks alot for all the great videos
Hi, sorry I'm not sure why the screwdriver isn't working. Have you selected the text "movementDirection.magnitude" before clicking it?
You can change the theme for Visual Studio to Dark by following these instructions - learn.microsoft.com/en-us/visualstudio/ide/quickstart-personalize-the-ide?view=vs-2022
Hope that helps 😊
@@KetraGames Thank you so mush for taking the time to answer.
i dont know what ive done, but my Doozy walks and runs in the T shape and theres no animation at all :(, its complaining with this error : Animator is not playing an AnimatorController
UnityEngine.Animator:SetBool (string,bool)
PlayerMovement:Update () (at Assets/PlayerMovement.cs:87),
line 87 is this one: animator.SetBool("isMoving", false);
update1&2: i forgot to drag Doozys animation controller to the doozy property, now i have a new error complaining about the 'isMoving' is not declared anywhere, I think tis was declared in the old Doozy Animation controller thing which gets deleted here: 0:58.
Update2: I fixed the error by adding a new bollean called 'ismoving' to the new animator ctr
Glad you got it sorted. Yes, you're right. The reference to the IsMoving parameter was removed from the animator so should have been removed from the script to stop this warning being shown.
@@KetraGames I was pretty pleased I was able to figure it out myself , it means something’s sunk in! Lol 😂
I'll keep trying but I don't understand why the animations are not working anymore?, now the character is just sliding, even double checked the code if i'de missed anything but does not seem so
Hi, it sounds like the parameter for the blend tree isn't being set so it is always at zero. If you have the animator window open while playing the game and have the character selected in the hierarchy, you should be able to see the parameters being set (or not) and hopefully diagnose the issue. Hope that helps 😊
@@KetraGames yea I figured it yout already 😄 typo.. wrote "Input Magnitude" with a space when I had named it without spaces in Unity 🤦♂️
Great, glad you worked it out 😊
Where is the reference to the maximum speed variable?
Hi, if you have a look here you can see the full script - dotnetfiddle.net/nakze4. Hope that helps 😊
@@KetraGames thank you!
Also i had got it working like 5 minutes after, great video!
How to create rogdoll and respawn ?
Hi, these are topics that are definitely on the list for future videos.
hey, i dont really know whats up, but when i switch through the animations the speed doesnt change ?? did i miss something in the script or what could my problem be? eg. my running speed is the same as my walking speed.
Hi, could you check the name of the Input Magnitude parameter in the script matches the name in the animator? It may be that one has a space and one doesn't. i.e. "InputMagnitude" vs "Input Magnitude".
The game will be 3D, but the character will only move left and right (jump). How should I set the blend tree for this? or how to do it.
Hi, you can still use the blend tree as shown in this video. You would then need to restrict the movement so that it only moves on the X and Y axis
Make a video on mecanim
You sound like Penny from Lost
😊
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My console just kept saying this error:
BlendTreeWorkspace is NULL
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
What is this?
Parameter 'IsMoving' does not exist.
UnityEngine.Animator:SetBool (string,bool)
PlayerMovementFour:Update () (at Assets/Scenes/Scripting/PlayerMovementFour.cs:88)
Parameter 'IsMoving' does not exist.
UnityEngine.Animator:SetBool (string,bool)
PlayerMovementFour:Update () (at Assets/Scenes/Scripting/PlayerMovementFour.cs:95)
Hi, apologies. I think this is a continuity error between this and a previous video. Try checking the spelling of the parameter in the animator window. It may be that there is a space in the parameter name 'Is Moving'. The two names need to match for it to work, so either change it in the script or rename the parameter. Hope that helps 😊