Animator c#

Please tell me.

  1. How to contact the animator and check if the boolen is on? (for me to further create a condition)

  2. how to make one action be executed in a second after another?

#1

if (animator.GetBool("nameOf") == something) { //do something...  }

#2

By use of coroutines or invoked methods is a couple ways you can handle that.

Invoke(nameof(BackFunction), 1.0f);

private void BackFunction()
{
    animator.DoSomething.... etc etc.
}

or

private IEnumerator BackFunction()
{
    yield return new WaitForSeconds(1);

     //do some stuf here.... etc
}
1 Like

Good afternoon. Sorry for the private message, for some reason I can no longer write on the forum.

Thank you very much for your reply! in , I used = instead of == )) .

But with coroutines, it has not yet worked out. I have such a task. There is a code where I press the 6 key and the bool in the animator turns on, and then I need it to turn off after 1 second. Coroutine cannot be updated, and at the end of the code it does not work. Or what am I doing wrong?

code

Photographs of code are NOT A THING. If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

That sounds a LOT like perhaps you have no idea what your code is doing… FIX THAT FIRST. Here’s how:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Once you have more intel on what is actually happening, here is how to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

If you need some help with coroutines specifically, here are some great references:

Coroutines in a nutshell:

https://discussions.unity.com/t/825667/6

https://discussions.unity.com/t/749264/9

Splitting up larger tasks in coroutines:

https://discussions.unity.com/t/840656/2

Coroutines are NOT always an appropriate solution: know when to use them!

https://discussions.unity.com/t/857304/4

https://discussions.unity.com/t/849607/7

Our very own Bunny83 has also provided a Coroutine Crash Course:

https://answers.unity.com/questions/1749615/coroutines-ienumerator-not-working-as-expected.html?childToView=1749714#answer-1749714