How can i start a 2D animation via script

I can’t quite get my head around how 2D animation works, i imported my sprite sheet for the “freeze” effect but i don’t want that as the default animation, so i created an idle animation as well.

Here is what i want. i want to control my character as normal, but if i stop moving (no user input) i want my character to start freezing.
This should be simple enough with just adding an else after my If input section of my move script, but i still don’t know how to actually play the freeze animation.

Here is my script if you’re finding it hard to understand.

using UnityEngine;

public class move : MonoBehaviour
{
[HideInInspector]
public bool facingRight = true; // For determining which way the player is currently facing.
[HideInInspector]

public float moveForce = 365f;			// Amount of force added to move the player left and right.
public float maxSpeed = 5f;				// The fastest the player can travel in the x axis.
public float jumpForce = 1000f;			// How high the player will jump
public float downForce = -1000f;		// the ammount of force the player uses to crash down to the ground
public bool canbreak = false;			// can this model break into clones?
public Rigidbody2D projectile;			// Defining a rigidbody (physics object) in game (this is where we choose the clones models in unity and attach to the script)
public int maxClones = 5;				// Setting the max ammount of clones
public bool canShrink = true;
public bool canGrow = false;
public Animator anim;

void Awake()
{
	anim = GetComponent<Animator>();
}

void FixedUpdate ()  //Fixed update means this function will Check/run whatever is inside this EVERY frame.
{
	float h = Input.GetAxis("Horizontal");	//setting a horizontal variable for movement
	if(h * rigidbody2D.velocity.x < maxSpeed) 
		rigidbody2D.AddForce(Vector2.right * h * moveForce); // Adding our movement velocity to our player
	
	if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
		rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);
	
	if(h > 0 && !facingRight) 		//checking if the player is not facing right
		Flip();						//flipping the 2d image when we turn left or right
	else if(h < 0 && facingRight)	//same
		Flip();						//same
	
	if(Input.GetKeyDown(KeyCode.Space))		//if we press spacebar
	{
		rigidbody2D.AddForce(new Vector2(0f, jumpForce));		//add force upwards (jump) and * the ammount by our jumpForce Variable
	}
	if(Input.GetKey(KeyCode.S))			//if we press S
	{
		rigidbody2D.AddForce(new Vector2(0f, downForce));	//add a downwards force
		canbreak = true;	//can this player break up into clones?
	}
	if(Input.GetKeyDown(KeyCode.W)) 	//If we press W
	{
		canShrink = false;//Grow function
	}
	else
	{
		//I WANT THE FREEZE ANIMATION TO BEGIN HERE.
	}
}


void Flip ()
{
	facingRight = !facingRight;		// Switch the way the player is labelled as facing.
	
	Vector3 theScale = transform.localScale;	// Multiply the player's x local scale by -1.
	theScale.x *= -1;
	transform.localScale = theScale;
}

}

Buddy I am not sure if this will help, it helped me out :slight_smile: