When I try to move, the player starts moving with the idle animation then, after a second it starts the running animation, and when I stop moving (when I do not hold the key) it slides slowly before it actually stops. That’s how it looks link text
And this is the player script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public float maxspeed = 3;
public float speed = 50f;
public float jumppower = 150f;
float size = 0.2f;
public bool grounded;
private Rigidbody2D rb2d;
private Animator anim;
void Start () {
//player movement
rb2d = gameObject.GetComponent<Rigidbody2D>();
anim = gameObject.GetComponent<Animator>();
}
void Update()
{
anim.SetBool("Grounded", grounded);
anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis("Horizontal")));
if (Input.GetAxis("Horizontal") < -0.1f)
{
transform.localScale = new Vector3(-size , size , size);
}
if (Input.GetAxis("Horizontal") > 0.1f)
{
transform.localScale = new Vector3(size, size, size);
}
}
void FixedUpdate()
{
float h = Input.GetAxis("Horizontal");
//limiting the speed
if (rb2d.velocity.x > maxspeed)
rb2d.velocity = new Vector2(maxspeed, rb2d.velocity.y);
rb2d.AddForce((Vector2.right * speed) * h);
if (rb2d.velocity.x < -maxspeed)
{
rb2d.velocity = new Vector2(-maxspeed, rb2d.velocity.y);
}
}
}
And this is the “ground check” script.
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class GroundCheck : MonoBehaviour{
private Player player;
void Start()
{
player = gameObject.GetComponentInParent<Player>();
}
void OnTriggerEnter2D(Collider2D col)
{
player.grounded = true;
}
void OnTriggerExit2D(Collider2D col)
{
player.grounded = false;
} }