jump animation doesn't play all the way if i am moving

how can i just tap the jump key (space bar) and have my “jump animation” play all the way through while i am moving ?

this is my animation script,

function Start () {


function Update () {

if (Input.GetAxis("Vertical") > 0)
  	animation.Play ("jess walk");
if (Input.GetAxis("Horizontal") < 0)
   animation.Play ("jess left");

if (Input.GetAxis("Horizontal") > 0)
   animation.Play ("jess right");

if (Input.GetButton("Jump"))
	animation.Play ("jess jump");


Hey, I think there this is your problem:

I think that because animations while you are pressing keys, which also have their own walking animations, they are overlapping the jump animation or stopping it all-together.

To fix this, you could…

  1. allow the player to only move when they are grounded [this will disallow movement while jumping, of course],
  2. or have a jump variable control whether or not they are jumping…

Here is code that you could use to get input movement, which I modified from my games [Which uses the first method, checking whether or not they are grounded, to determine whether or not they should move]:

#pragma strict
var movementSpeed = 1.0;
var jump : KeyCode;

private var x = 0.0;
private var z = 0.0;
private var grounded = true;

function Start()
 rigidbody.freezeRotation = true;

function Update()
  x = Input.GetAxis("Horizontal") * movementSpeed * Time.deltaTime;
  z = Input.GetAxis("Vertical")   * movementSpeed * Time.deltaTime;

  //Added this script
  if(Input.GetAxis("Vertical") > 0)
  animation.Play("jess walk");
  if(Input.GetAxis("Horizontal") < 0)
  animation.Play("jess left");
  if(Input.GetAxis("Horizontal") > 0)
  animation.Play("jess right");

 grounded = Physics.Raycast(transform.position, Vector3.down, 0.1);

 transform.Translate(x, 0, z);

 if(Input.GetKeyDown(KeyCode.Space) && grounded)
  rigidbody.velocity = Vector3(0, Mathf.Sqrt(20), 0);

  //And also this one
   animation.Play("jess jump");


Note: you will need your character to be a rigidbody [And have a collider] in order for this script to work.