Having problem with detecting movement

Hey there everybody :smiley:
so I have a problem with this code.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AnimationPlay : MonoBehaviour {
	private Animator animator;
	private Vector3 oldPos,newPos;
	void Start()
	{
		oldPos = GameObject.Find ("FPSController").transform.position;
		animator = gameObject.GetComponent<Animator> ();
	}
	void Update () 
	{
		newPos = GameObject.Find ("FPSController").transform.position;
		if (newPos != oldPos)
		{
			animator.SetBool ("Moving", true);
		}
		else if (newPos == oldPos)
		{
			animator.SetBool ("Moving", false);
		}
		oldPos = GameObject.Find ("FPSController").transform.position;
	}
}

I’m trying to detect if the game object “FPSController” is moving by using transform.position and see if it’s position has changed from the last time and if it is moving, I will set the Boolean “Moving” true which I created in an animator for game object “Player” ((“Player” is a child of “FPSController”)) and then it should play walking animation that i made in blender.
when my character moves, the Boolean keeps flickering true and false and also the walking animation gets too long to play like 6 or 7 seconds after player moves.
I have no idea what is causing this, cuz in theory it should work…


in the picture “FPSController” is moving, the “Moving” Boolean is flickering, and the Standing animation is playing instead of walking animatin…

am i missing something?
and thanks for your time :slight_smile:

Use the same bool variables you have used to determine whether the character is moving (if player is pressing the ‘move’ button) and making him move in the game. Just set the animation to change if player presses the button that moves the character.

.

EDIT:

Your animation is not transitioning!! look in the inspector window of the image you posted. the standing and walking animations should not overlap each other! it should transition from standing to walking