I get this warning:
Difference in effective length between states is too big. Transition preview will be disabled.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControllerRPG : MonoBehaviour
{
private Rigidbody2D Character_RB;
private Transform Character_TRANS;
private Animator Character_ANIM;
private float moveSpeed = 2f;
// Start is called before the first frame update
void Start()
{
Character_RB = this.GetComponent();
Character_TRANS = this.GetComponent();
Character_ANIM = this.GetComponent();
}
// Update is called once per frame
void FixedUpdate()
{
if (Input.GetKey(KeyCode.D))
{
Character_RB.velocity = new Vector2(1,0)*moveSpeed;
Character_TRANS.localScale = new Vector3(-1,1,1);
Character_ANIM.SetBool(“TriggerWalk”, true);
}
else if(Input.GetKey(KeyCode.A))
{
Character_RB.velocity = new Vector2(-1,0)*moveSpeed;
Character_TRANS.localScale = new Vector3(1,1,1);
Character_ANIM.SetBool(“TriggerWalk”, true);
}
else if(Input.GetKey(KeyCode.W))
{
Character_RB.velocity = new Vector2(0,1)*moveSpeed;
Character_ANIM.SetBool(“TriggerWalkUp”, true);
}
else if(Input.GetKey(KeyCode.S))
{
Character_RB.velocity = new Vector2(0,-1)*moveSpeed;
Character_ANIM.SetBool(“TriggerWalkDown”, true);
}
{
Character_RB.velocity = new Vector2(0,0);
Character_ANIM.SetBool(“TriggerWalk”, false);
Character_ANIM.SetBool(“TriggerWalkUp”, false);
Character_ANIM.SetBool(“TriggerWalkDown”, false);
}
}
}