Animator issue! Please Help!

So Problem is that my enemy is looping idle and not changing bools when the action happends. There is nothing wrong with the script. All the animations work properly. The transitions in the animator are set to the proper conditions. Yet the animator is not changing bools when the action is triggered. Here i have the script and some snips to help show what is going on to help better understand the situation.

using System.Collections;

public class Chase : MonoBehaviour {

	public Transform player;
	static Animator anim;

	// Use this for initialization
	void Start () 
	{
		anim = GetComponent<Animator>();
	}

	// Update is called once per frame
	void Update () 
	{
		Vector3 direction = player.position - this.transform.position;
		float angle = Vector3.Angle(direction,this.transform.forward);
		if(Vector3.Distance(player.position, this.transform.position) < 15 && angle < 90)
		{

			direction.y = 0;

			this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
				Quaternion.LookRotation(direction), 0.1f);

			anim.SetBool("isIdle",false);
			if(direction.magnitude > 3)
			{
				this.transform.Translate(0,0,0.05f);
				anim.SetBool("isWalking",true);
				anim.SetBool("isAttacking",false);
			}
			else
			{
				anim.SetBool("isAttacking",true);
				anim.SetBool("isWalking",false);
			}

		}
		else 
		{
			anim.SetBool("isIdle", true);
			anim.SetBool("isWalking", false);
			anim.SetBool("isAttacking", false);
		}

	}
}

If I’m understanding you correctly, you’re saying that the isIdle animator property stays checked and the other two never become checked, but that everything else appears to be working correctly. So if my understanding is correct, are you sure that if(Vector3.Distance(player.position, this.transform.position) < 15 && angle < 90) is ever evaluating to true?

Just adding that made it work. I have no idea why.