Detecting when my character is not moving?

Hey guys,

Another question from me…

So I’m trying to detect when my character is not moving. I’m currently propelling my character through my game world using Velocity on a Rigidbody. What I want to do, is detect when my character comes to a halt. So that I can call my Idle() animation because, currently it is being detect, just when the player is not providing any input, within update() and it is currently over-riding all of my other animations that I intend to play. Making it impossible to play any other animations.

I have separated the animations I have with layering. But it doesn’t seem to work if I just set the idle to a lower layer.

Any suggestions would be appreciated. Is there any way that I can fix this?

Here’s the code within my animator script:

using UnityEngine;
using System.Collections;

public class TP_Animator : MonoBehaviour
{
	public enum Direction
	{
		Forward,
		RightBackward,
		RightForward,
		Backward,
		LeftBackward,
		LeftForward,
		Right,
		Left,
		Stationary,
		LockI,
		LockL,
		LockR,
		LockF,
		LockB	
	}
	
	public enum CharacterState
	{
		Idle,
		Walk,
		Run,
		Strafe,
		StartCombo,
		Combo1,
		Combo2,
		Dash,
		Damage,
		LockIdle,
		LockRight,
		LockLeft,
		LockForward,
		LockBackward,
		DashForward,
		EnemyIdle,
		EnemyAttack,
		EnemyRun
	}
	
	public ThirdPersonController Controller;
	public static TP_Animator Instance;
	Targetting targetting;
	
	public Direction MoveDirection { get; set; }

	public CharacterState State { get; set; }
	
	
	void Awake ()
	{
		Instance = this;
		
		//Attack animations are on different layer's for prioirity within the combo.
		animation ["dash"].layer = 7;

		if (animation ["attack1"]) animation ["attack1"].layer = 2;
		if (animation ["attack2"]) animation ["attack2"].layer = 2;
		if (animation ["attack3"]) animation ["attack3"].layer = 2;
		
		if (animation ["Cattack1"]) animation ["Cattack1"].layer = 3;
		if (animation ["Cattack2"]) animation ["Cattack2"].layer = 3;
		if (animation ["Cattack3"]) animation ["Cattack3"].layer = 3;

		animation ["dashright"].layer = 4;
		
		animation ["dashleft"].layer = 4;		

		animation ["dashback"].layer = 4;
		
		animation ["dashforward"].layer = 4;
		
		animation ["dash"].layer = 7;
		animation ["idle"].layer = 1;
		
		animation.SyncLayer(2);
		animation.SyncLayer(3);
		animation.SyncLayer(4);
	}
	
	void Start ()
	{
		//bBlackArmor = true;
		targetting = GetComponent<Targetting>();
	}
	
	void Update ()
	{
		DetermineCurrentMoveDirection ();
		DetermineCurrentState ();
		ProcessCurrentState ();
	}
	
	public void DetermineCurrentMoveDirection ()// this functions determines which direction the character is moving an plays animation
	{
		
		if (Input.GetAxis ("LockOn") > 0.5f ) {
			
			if (Controller.movement1.x > 0) {
				//moving Right	
				if (Controller.movement1.x > 0) {
					MoveDirection = Direction.LockR;
				} else if (Controller.movement1.x < 0) {
					MoveDirection = Direction.LockR;
				} else {
					MoveDirection = Direction.LockR;
				}
					
			} else if (Controller.movement1.x < 0) {
				//Move Left
				if (Controller.movement1.x > -0) {
					MoveDirection = Direction.LockL;
				} else if (Controller.movement1.x < -0) {
					MoveDirection = Direction.LockL;
				} else {
					MoveDirection = Direction.LockL;
				}
			} else {
				if (Controller.movement1.z > 0) {
					MoveDirection = Direction.LockF;
				} else if (Controller.movement1.z < 0) {
					MoveDirection = Direction.LockB;
				} else {
					MoveDirection = Direction.LockI;
				}
			}
		} else {
			
			if (Controller.movement1.magnitude > 0) {
				// moving Right	
				if (Controller.movement1.magnitude > 0) {
					MoveDirection = Direction.RightForward;
				} else if (Controller.movement1.magnitude < 0) {
					MoveDirection = Direction.RightBackward;
				} else {
					MoveDirection = Direction.Right;
				}
				
			} else if (Controller.movement1.magnitude < 0) {
				//Move Left
				if (Controller.movement1.magnitude > -0) {
					MoveDirection = Direction.LeftBackward;
				} else if (Controller.movement1.magnitude < -0) {
					MoveDirection = Direction.LeftForward;	
				} else {
					MoveDirection = Direction.Left;	
				}
			} else {
				if (Controller.movement1.magnitude > 0) {
					MoveDirection = Direction.Forward;
				} else if (Controller.movement1.magnitude < 0) {
					MoveDirection = Direction.Backward;	
				} else
					MoveDirection = Direction.Stationary;	
			}
		}
		
	}
	
	void DetermineCurrentState ()// State tree, Checking to see if we're doing anything other than moving
	{
		switch (MoveDirection) {
		//Normal Character States
		case Direction.Stationary:
			 State = CharacterState.Idle;
			 break;
				
		case Direction.Forward:
		case Direction.Right:
		case Direction.RightForward:
		case Direction.RightBackward:
			if (Controller.isDodging)
				State = CharacterState.Dash;
			else if (Controller.movement1.magnitude * Controller.speed < Controller.speed * 0.7f)
				State = CharacterState.Walk;
			else					
				State = CharacterState.Run;
			break;
			
		case Direction.Backward:
		case Direction.Left:
		case Direction.LeftForward:
		case Direction.LeftBackward:
			if (Controller.isDodging)
				State = CharacterState.Dash;
			else if (-Controller.movement1.magnitude * Controller.speed < Controller.speed * 0.7f)
				State = CharacterState.Walk;
			else					
				State = CharacterState.Run;
			break;
				
		//Lock on States
		case Direction.LockI:
			State = CharacterState.LockIdle;
			break;
		
		case Direction.LockF:
			if (Controller.movement1.magnitude > 0 && Input.GetButtonDown ("Fire1")) {
				animation.CrossFade ("dashleft");
			} else
				State = CharacterState.LockForward;
			break;
					
		case Direction.LockL:
			if (Controller.movement1.x < 0 && Input.GetButtonDown ("Fire1")) {	
						
				animation.CrossFade ("dashback");
			} else
				State = CharacterState.LockLeft;
			break;
			
		case Direction.LockR:
			if (Controller.movement1.x > 0 && Input.GetButtonDown ("Fire1")) {
						
				animation.CrossFade ("dashforward");
			} else
				State = CharacterState.LockRight;
			break;
			
		case Direction.LockB:
			if (-Controller.movement1.magnitude < 0 && Input.GetButtonDown ("Fire1")) {
						
				animation.CrossFade ("dashright");
			} else
				State = CharacterState.LockBackward;
			break;
		}
	}
	


	
#region Character State Methods
	public void Idle ()
	{
		State = CharacterState.Idle;
     	// animation.CrossFade ("idle");
	}

	public void Walk ()
	{
		State = CharacterState.Walk;
		animation.CrossFade ("walk");
	}

	public void Run ()
	{
		State = CharacterState.Run;
		animation.CrossFade ("run");
	}
	
	void LockIdle ()
	{
		State = CharacterState.LockIdle;

		animation.CrossFade ("lockidle");
	}
	
	void LockForward ()
	{
		State = CharacterState.LockForward;
	
		animation.CrossFade ("lockforward");
	}
	
	void LockBackward ()
	{
		State = CharacterState.LockBackward;
		
		animation.CrossFade ("lockback");
	}
	
	void LockLeft ()
	{
		State = CharacterState.LockLeft;
		
		animation.CrossFade ("lockleft");
	}
	
	void LockRight ()
	{
		State = CharacterState.LockRight;

		animation.CrossFade ("lockright");
	}
	

	public void Dash ()
	{
		State = CharacterState.Dash;
		animation.CrossFade("dash");
	}
	
	public void Damage()
	{
		State = CharacterState.Damage;
		animation.CrossFade("damageforward");
	}
	#endregion
	
	#region Start Action Methods Katana
	public void Attack ()
	{
	
		State = CharacterState.StartCombo;
//		animation.CrossFadeQueued("attack", 0.1f, QueueMode.PlayNow);
		animation.Play("attack");
		
	}
	
	public void Attack1 ()
	{		
		
		State = CharacterState.Combo1;
		animation.CrossFadeQueued ("attack1", 0.1f, QueueMode.CompleteOthers);
		
	}
	
	public void Attack2 ()
	{	
		
		State = CharacterState.Combo2;
		animation.CrossFadeQueued ("attack2", 0.1f, QueueMode.CompleteOthers);
	
	}
		
	#endregion
	
	
	
	#region Start Action Methods Claymore
	public void AttackClaymore()
	{
	
		State = CharacterState.StartCombo;
		animation.CrossFade ("cattack");
		
	}
	
	public void AttackClaymore1()
	{		
		
		State = CharacterState.Combo1;
		animation.CrossFade ("cattack1");
		
	}
	
	public void AttackClaymore2()
	{	
		
		State = CharacterState.Combo2;
		animation.CrossFade("cattack2");
	}
	
		
	#endregion
	public void ProcessCurrentState () //Constantly Porcessing the current state of the character
	{
		switch (State) {
		case CharacterState.Idle:
			Idle ();
			break;
			
		case CharacterState.Walk:
			Walk ();
			break;
			
		case CharacterState.Run:
			Run ();
			break;
			
		case CharacterState.LockForward:
			LockForward ();
			break;
			
		case CharacterState.LockBackward:
			LockBackward ();
			break;
			
		case CharacterState.LockLeft:
			LockLeft ();
			break;
			
		case CharacterState.LockRight:
			LockRight ();
			break;
			
		case CharacterState.LockIdle:
			LockIdle ();
			break;
		
		case CharacterState.Dash:
			Dash ();
			break;
			
		case CharacterState.Damage:
			Damage();
			break;
		
		
		}
	
		
		
	}

}

Here’s the part of my ThirdPersonController.cs that handles my characters movement.

	void FixedUpdate ()
	// Handle movement here since physics will only be calculated in fixed frames anyway
	{
	
		if(isAttacking == false)
		{
		
			float appliedSpeed = walking ? speed / walkSpeedDownscale : speed;
			
				
			if(Input.GetButtonDown("LockOn"))
			{
				appliedSpeed = walking ? strafeSpeed / walkSpeedDownscale : strafeSpeed;
			}
			else
			{
				appliedSpeed = walking ? runSpeed / walkSpeedDownscale : runSpeed;
			}
		
			if (isDodging)
				appliedSpeed = dodgeSpeed;
		
			Vector3 relativeMovement = movement1;

			if(targetting.selectedTarget != null)
				relativeMovement = rigidbody.transform.TransformDirection(relativeMovement);
			else
				relativeMovement = Camera.main.transform.TransformDirection(relativeMovement);
			
			relativeMovement.y = 0f;
			
			rigidbody.AddForce (relativeMovement * appliedSpeed, ForceMode.VelocityChange);
		
			if (targetting.selectedTarget == null && relativeMovement != Vector3.zero && !isDodging)
				transform.forward = relativeMovement.normalized;
			
		}
	}

Since you’re using a rigidbody you can just test to see if rigidbody.velocity == Vector3.Zero

Another way is to cache the position from the last frame, compare it against the position in the current frame and see if there’s any difference.