I took a short course on unity dev and never grasped this aspect of character control properly. You're really good at explaining in depth with this! Much love!
Thank you so much! After dozens of tutorials and days of frustration I was about to give up. Thanks to you now I can grab a controller and move around a map with my own character and it's so so so satisfying.
This has been an amazing series! I was getting really annoyed with some of the player controllers that I found on Unity. This has been really helpful in getting my characters to walk around properly! Thank you!
This is an awesome tutorial series. Thanks for taking the time to make it. I'm 100% suscribing. Most of the projects I work on nowdays use the new Input system and this will be an awesome template for prototyping third-person games. If you ever get the chance to expand on it, it would be cool to see a little intro to IK and handles.
@@janakisundaram3502 BUG FIX! If you are using keyboard, in AnimatorManager script write this bellow Snapped region if(horizontalMovement > 0 || verticalMovement > 0) { snappedVertical = 0.55f;
This is really a great tutorial! Thank you so much Sebastian! I do have 1 problem though. The walking animation is not displaying? Goes straight from idle to running. Not sure where the mistake is.. Can someone help me?
@@klemsoy Will work for now until we start with a floating capsule collider, then we'll have to find a different solution. @Sebastian - is this corrected somewhere in a later video?
@@thorjor1 Hi guys, not sure if you saw in the Discord, but there is a temporary fix for this: In Camera Manager Script on Camera Manager on Inspector, set Collision Layers to ONLY "Default" Then, make sure the Player is set to Layer "Player"; (apply to all children and Prefab if you made a Prefab) However, this is only a temporary fix. There seems to be an additional issue when this is applied where the camera is now able to go through the player's head -- only on extreme/certain angles however.
I was with you until you introduced a a dependency on the PlayerLocomotion at 8:27. Tightly coupling the PlayerLocomotion to the InputManager is one thing, but tightly coupling them in both directions is a major red flag, architecturally speaking. Instead, you should add the following method to your PlayerLocomotion class: private bool Sprint() { return inputManager.b_Input; } this^ maintains a one-way relationship between the PlayerLocomotion -> InputManager, reduces code, and is more performant.
actually, he is also checking for the moveAmount > 0.5f, to only sprint when the player is running. is sprinting gets checked both on the PlayerLocomotion and on the InputManager. I find it easier and more readable to create the method you say as a public bool on the InputManager, and call that method from both files. public bool IsSprinting() { return b_Input && moveAmount > 0.5f } but its like sebastian says, theres at least 10 different ways to do the same thing lol. He probably just uses the one that he thinks its going to be the easier for us to understand. But you are also right, having the InputManager access the PlayerLocomotion directly and viceversa is probably not a good idea on the long run.
Instead of sprint I made Lshift a dash button. now the problem I'm facing is that if I hold Lshif then it will continue dashing(sprinting) I have tried adding the interaction "press only" but even that doesnt help. I want the player to be able to only press it once (with a cooldown that I am gonna add later)
Hey there, the videos are really helpful but i had a doubt, in the blend tree my vertical values are not stopping at 1, they keep on increasing and increasing.
Sabastian, when u sprint facing the camera the character has weird clipping properties. I think the camera follow is not accommodating the increased movement speed
How would you add a crouch animation to the blend tree at lets say -1 and have an isCrouching method that if true changes snappedVertical to -1 without it cycling through all animations?
Hi, thanks so much for the tutorial series, I was pretty lost on making the Input System work until I found this. I do have one little problem though, it seems my input is only detecting 1 or 0 (and occasionally 0.7 for diagonal input) but I can't seem to get 0.5 at all. Makes the slow walking not an option. Any idea why that'd be the case?
I don't know if you ever got the walking to work but I had the same issue. I found when I looked at my Player Movement in the PlayerControls input system, I had set the composite of the left stick to Composite Type: 2D Vector and Mode: Digital Normalized. When I switched the Mode to Analog when I used my gamepad, the player walks.
OMG thank you! I was stuck for 2 days on this, watching the previous parts 3 times to see what I might have forgotten.... I did right for the right stick but forgot to do it for the left...@@epicdoggames9667
found a bug while working on this . If I let go of movement buttons ( wasd ) while sprinting and keep holding shift the character keeps on running. If then I let go of shift he decreases the movement speed but does not stop unless I press wasd again. Any idea how to remedy this ? I tried to add a bool isMoving end changing when the moveAction is performed or canceled but its a Vector2 and not a button like the sprint action. After letting go of movement buttons and after that shift the move amount and vertical input are stuck at 1.
Hey, whenever my character is walking, running, or whatever, towards the camera, the camera glitches and all i can see is whats behind the player. Any idea what's causing this?
Just a quick question, there was no handling of walking on the keyboard added to the video? Should I add another key like we did with shift for sprinting?
plz tell me then how u did for the keyboard beacuse i n my case whenver i am starting to playe the game directly running animation is working if i presseds the w . no walking animation is playing how can i slove this issue?
same bro.. I'm always facing the same problem. well its been a 2 years you eventually got forget about this video but if you remember the solution so please reply me its important for me
Hi sir....I;m using Unity 2021.3 however in the blend tree for the Locomotion I can only change the vertical slider between 0 and 1 even after I add the sprint animation motion and set its Pos Y to 2. Any idea why the blend tree vertical slider only goes to 1?
Not sure what caused it, but I deleted the Locomotion state on the animator and recreated the blend tree adding all 4 animations (idle, walk, run and sprint) at the same time now the vertical slider has a range of 0-2 in the blend tree editor.
In the handle sprinting function the if statement only specifies the gamepad b button and not the shift key. So the action map addon is probably canceling out the other input or it’s just hitting a dead end
Thank for the episode. But I have a question. What's the difference now with moving and running? We were able to walk before as well, if the movementspeed was below 0.5f. Also how would you implement a walk/run toggle to the new input system? The old system I would just check for a keydown and toggle between movementspeeds.
I wish this might help you Since I was trying to find a way to toggle sprinting this was the original code from video (I just did want to use the left stick button to sprint) "playerControls.PlayerActions.LeftStickButton.performed += i => leftStickButtonInput = true; // Sprint while holding the button playerControls.PlayerActions.LeftStickButton.canceled += i => leftStickButtonInput = false; // Stop sprinting when letting go of the button" and I changed it like this "playerControls.PlayerActions.LeftStickButton.performed += i => leftStickButtonInput = (leftStickButtonInput == false) ? true : false;" I tested and it works
My walking animation is not working. When Im going its playing the running animation and by clicking Shift is sprinting, thats good. So Im not sure how can I fix that my walking animation is playing when Im going?
Can anyone please tell me why my camera moves so fast when I'm in test mode? I've followed this tutorial fairly closely and my camera is all over the place and now i move very quickly.
I did it adding another action on the player input system that checks if the running button is pressed, if it is, returns a float, if the float is 0 (is not running) then you divide by 2 the horizontal and vertical values (on the input manager script), if it's 1 (is running), then do not divide them by 2 I don't know if it's the most optimal way but it worked for me
Hi again. im having some trouble with this error. Assets/scripts/PlayerLocomotion.cs(42,26): error CS0122: 'InputManager.moveAmount' is inaccessible due to its protection level
When I hit either shift or B the model's speed drops to zero. The character animates (sprinting included) and even faces the correct direction, but without going anywhere. Where might my error be? Also, if you can't seem to change the movement speeds restarting Unity worked for me. Thanks again Sebastian, this has been fun and informative.
Hmmmm, did you accidentally INITIALIZE it in the script at 0, and then change it from the script instead of the inspector? Sometimes changing variables via the inspector will remedy the issue. I assume the issue being you have no movement speed :^)
@@SebastianGraves I don't know. I found some minor errors in my code but fixing them didn't seem to change anything. The b_Input bool ticks when pressing b or shift as does isSprinting when also pressing a direction, and the model moves as it should otherwise. Changing the sprint speed from the inspector also didn't help.
@@SebastianGraves I couldn't find my error and I ended up restarting from scratch. This time around I got to the end of this video with no problems. I'm now making a backup folder for every completed tutorial video in order to make retrying and checking things easier. Thanks again for running this channel.
If you are using keyboard, in AnimatorManager script write this bellow Snapped region if(horizontalMovement > 0 || verticalMovement > 0) { snappedVertical = 0.55f;
Bug and fix, BUG: no run walk or sprint animations only idle playing while moving. FIX: unity for whatever reason will not call "Locamotion locamotion" so i set bool isSprinting into the input file and called input.isSprinting from locamotion this fixed all errors
If you are using keyboard, in AnimatorManager script write this bellow Snapped region if(horizontalMovement > 0 || verticalMovement > 0) { snappedVertical = 0.55f;
Controlling my player model with the script I've written is the best feeling! Thank you for this series!
I took a short course on unity dev and never grasped this aspect of character control properly. You're really good at explaining in depth with this! Much love!
Really happy to hear this helped you out my friend!
Can't wait for the next episode!!! Thanks Sebastian.
Thank you so much! After dozens of tutorials and days of frustration I was about to give up. Thanks to you now I can grab a controller and move around a map with my own character and it's so so so satisfying.
This has been an amazing series! I was getting really annoyed with some of the player controllers that I found on Unity. This has been really helpful in getting my characters to walk around properly! Thank you!
You said you were not gonna include the sprint animation but you did xD, thx
it's settled. you are my favorite tutorial creator. thank you so much Sebastian.
Thanks again! This is my favorite 3RD person based tutorial on RUclips! So, so good!
Dude, your series is the best ever on a Chr Controller Script hands down, thank you sooooo much :)
Instead of updating the Rigidbody position, we also could enable root motion in the Animator which makes it look much more natural in my opinion
i have appeased the youtube algorithm gods
This is an awesome tutorial series. Thanks for taking the time to make it. I'm 100% suscribing.
Most of the projects I work on nowdays use the new Input system and this will be an awesome template for prototyping third-person games.
If you ever get the chance to expand on it, it would be cool to see a little intro to IK and handles.
You are a legend Lad!!
for keyboard control you can also set "isWalking" just like "isSprinting"
shift=sprinting & ctrl=walking
how?
Thxs
@@janakisundaram3502 BUG FIX!
If you are using keyboard, in AnimatorManager script write this bellow Snapped region
if(horizontalMovement > 0 || verticalMovement > 0)
{
snappedVertical = 0.55f;
}
else if(horizontalMovement < 1.5 || verticalMovement < 1.5)
{
snappedVertical = 0;
}
if (isSprinting)
{
snappedVertical = 1;
}
How do i do it with pressing W
awesome tutorial as always keep up the good work my dude
Awesome stuff dude, looking forward to future tutorials
EXCELLENT FABULOUS WONDERFUL AMAZING HELPFUL INFORMATIVE tutorial! great job man (hopefully i awoke the algorithm gods by that)
Thanks! Waiting for new episode!
Cool video series!!!
excellent work keep it up champion
At 4:20, I don't know how to make it walking. I mean, which keys/button I have to press which is something I forgot.
Try this : In Player Actions create a new action. I call it "C". Binding Caps Lock key. You can use other key if you want.
In InputManager class : public bool c_Input=false; //the default is run ;
Modify the OnEnable() : playerControls.PlayerActions.C.performed += i => c_Input = !c_Input;
After that modify in the HandleSprintingInput() the if statement : if (b_Input && moveAmount > 0.5f && !c_Input).
Insert this method to the InputManager :
private void HandleWalkingRunningInput()
{
if (c_Input && moveAmount > 0.5f)
{
playerLocomotion.isWalking = true;
}
else
{
playerLocomotion.isWalking = false;
}
}
public void HandleAllInputs()
{
HandleMovementInput();
HandleSprintingInput();
HandleWalkingRunningInput();
}
In PlayerLocomotion class :
public bool isWalking;
private void HandleMovement()
{
moveDirection = cameraObject.forward * inputManager.verticalInput;
moveDirection = moveDirection + cameraObject.right * inputManager.horizontalInput;
moveDirection.Normalize();
moveDirection.y = 0;
if(isSprinting)
{
moveDirection = moveDirection * sprintingSpeed;
}
else
{
if (inputManager.moveAmount >= 0.5f && !isWalking)
{
moveDirection = moveDirection * runningSpeed;
}
else
{
moveDirection = moveDirection * walkingSpeed;
}
}
Vector3 movementVelocity = moveDirection;
playerRigidbody.velocity = movementVelocity;
}
In AnimatorManager :
public void UpdateAnimatorValues(int horizontalMovement, int verticalMovement,bool isSprinting,bool isWalking)
{
float snappedHorizontal;
float snappedVertical;
if(isSprinting)
{
snappedHorizontal = horizontalMovement;
snappedVertical = 2;
}
if(isWalking)
{
snappedHorizontal = horizontalMovement;
snappedVertical = 0.55f;
}
animator.SetFloat(horizontal, snappedHorizontal, 0.1f,Time.deltaTime);
animator.SetFloat(vertical, snappedVertical, 0.1f, Time.deltaTime);
}
I hope this helped.
This is really a great tutorial! Thank you so much Sebastian!
I do have 1 problem though. The walking animation is not displaying? Goes straight from idle to running. Not sure where the mistake is.. Can someone help me?
did you solve im having the same problem?
@@traynorth83 @traynorth83 same problem bro . did u got any solution?
@@traynorth83 If you guys are using keyboard then its gonna go from 0 to 1 not the 0.5 set up in the Animator
Great, thanks! would love to see lean while walking and running.
Great video as always!!
When i press "Shift" only the "B_input" becomes true. "isRunning" always stays false. Does anyone know why?
great work!
Bravo! Excellent video!
7:42 my 'PlayerActions' is underlined sayinmg that "PlayerControls doesnt have a def for PlayerActions"
I love your tutorials!!! Thanks a lot!!!!
When my player walks directly towards the camera it clips through him. Any thoughts on whats causing that
I have the same problem by putting the player on the player layer and increasing the collisio radius helps a little but not completely.
I fixed mine by setting the player to Ignore Raycast so it wont collide with the invisible sphere we made.
@@klemsoy Will work for now until we start with a floating capsule collider, then we'll have to find a different solution. @Sebastian - is this corrected somewhere in a later video?
@@thorjor1 Hi guys, not sure if you saw in the Discord, but there is a temporary fix for this:
In Camera Manager Script on Camera Manager on Inspector, set Collision Layers to ONLY "Default"
Then, make sure the Player is set to Layer "Player"; (apply to all children and Prefab if you made a Prefab)
However, this is only a temporary fix. There seems to be an additional issue when this is applied where the camera is now able to go through the player's head -- only on extreme/certain angles however.
I was with you until you introduced a a dependency on the PlayerLocomotion at 8:27.
Tightly coupling the PlayerLocomotion to the InputManager is one thing, but tightly coupling them in both directions is a major red flag, architecturally speaking.
Instead, you should add the following method to your PlayerLocomotion class:
private bool Sprint()
{
return inputManager.b_Input;
}
this^ maintains a one-way relationship between the PlayerLocomotion -> InputManager, reduces code, and is more performant.
actually, he is also checking for the moveAmount > 0.5f, to only sprint when the player is running. is sprinting gets checked both on the PlayerLocomotion and on the InputManager. I find it easier and more readable to create the method you say as a public bool on the InputManager, and call that method from both files.
public bool IsSprinting()
{
return b_Input && moveAmount > 0.5f
}
but its like sebastian says, theres at least 10 different ways to do the same thing lol. He probably just uses the one that he thinks its going to be the easier for us to understand.
But you are also right, having the InputManager access the PlayerLocomotion directly and viceversa is probably not a good idea on the long run.
Instead of sprint I made Lshift a dash button. now the problem I'm facing is that if I hold Lshif then it will continue dashing(sprinting) I have tried adding the interaction "press only" but even that doesnt help. I want the player to be able to only press it once (with a cooldown that I am gonna add later)
Hey there, the videos are really helpful but i had a doubt, in the blend tree my vertical values are not stopping at 1, they keep on increasing and increasing.
Another worthy sacrifice to YuGarithem deity
I think i had a codegasm when i saw that you can rename everything at once.... every single time i change each one of them
I appreciate your tutorials so I am leaving this comment to appease the RUclips algorithm gods 😂😂
great stuff as always when's the next one coming out.? cant wait.
Sabastian, when u sprint facing the camera the character has weird clipping properties. I think the camera follow is not accommodating the increased movement speed
How would you add a crouch animation to the blend tree at lets say -1 and have an isCrouching method that if true changes snappedVertical to -1 without it cycling through all animations?
r o b u s t. Keep up the good work and thank you so much for the series
Hi, thanks so much for the tutorial series, I was pretty lost on making the Input System work until I found this. I do have one little problem though, it seems my input is only detecting 1 or 0 (and occasionally 0.7 for diagonal input) but I can't seem to get 0.5 at all. Makes the slow walking not an option. Any idea why that'd be the case?
I don't know if you ever got the walking to work but I had the same issue. I found when I looked at my Player Movement in the PlayerControls input system, I had set the composite of the left stick to Composite Type: 2D Vector and Mode: Digital Normalized. When I switched the Mode to Analog when I used my gamepad, the player walks.
@Epic Dog Games and @SmashChamp I have the exact same problem and the solution you gave didn't work for me do you have another solution since or no?
Same for me
Already solve it by eliminating the LeftStick binding and adding it again
OMG thank you! I was stuck for 2 days on this, watching the previous parts 3 times to see what I might have forgotten.... I did right for the right stick but forgot to do it for the left...@@epicdoggames9667
found a bug while working on this . If I let go of movement buttons ( wasd ) while sprinting and keep holding shift the character keeps on running. If then I let go of shift he decreases the movement speed but does not stop unless I press wasd again. Any idea how to remedy this ? I tried to add a bool isMoving end changing when the moveAction is performed or canceled but its a Vector2 and not a button like the sprint action. After letting go of movement buttons and after that shift the move amount and vertical input are stuck at 1.
I also have this issue.
Me2
Great work. I am now on your patreon!
Thanks for the support pal!
@@SebastianGraves this is the best one on the mater I have seen so far. Can I ask a question here or on patreon? a little one?
Question if I want to make this a toggle on/off for sprint how would I do that?
Great job! Loving you tutorials so far! But somehow now my running speed is ludicrous xD
When’s the next episode coming? Soon I hope.
Less than a week!
Hey, whenever my character is walking, running, or whatever, towards the camera, the camera glitches and all i can see is whats behind the player. Any idea what's causing this?
Just a quick question, there was no handling of walking on the keyboard added to the video? Should I add another key like we did with shift for sprinting?
@@jullykof that is the way I would approach it with keyboard.
plz tell me then how u did for the keyboard beacuse i n my case whenver i am starting to playe the game directly running animation is working if i presseds the w . no walking animation is playing how can i slove this issue?
So im on a pc and i dont walk i straight up run when i press W
HElp?
Same.
Were you able to solve the problem?
how to get a 0.5 value on the keyboard ?
same bro.. I'm always facing the same problem. well its been a 2 years you eventually got forget about this video but if you remember the solution so please reply me its important for me
@@lalityadav175 Were you able to solve the problem?
@@mistrebrown7642 nope
@@lalityadav175 me either lol
Next one jumping ... puhleese
I try to attach a cinecamera virtual cam but it fails to do dunno why
Hi sir....I;m using Unity 2021.3 however in the blend tree for the Locomotion I can only change the vertical slider between 0 and 1 even after I add the sprint animation motion and set its Pos Y to 2. Any idea why the blend tree vertical slider only goes to 1?
Not sure what caused it, but I deleted the Locomotion state on the animator and recreated the blend tree adding all 4 animations (idle, walk, run and sprint) at the same time now the vertical slider has a range of 0-2 in the blend tree editor.
Whenever I hold shift, my movement stops, any fix???
In the handle sprinting function the if statement only specifies the gamepad b button and not the shift key. So the action map addon is probably canceling out the other input or it’s just hitting a dead end
does it work for keyboard too?
Thank for the episode.
But I have a question. What's the difference now with moving and running? We were able to walk before as well, if the movementspeed was below 0.5f.
Also how would you implement a walk/run toggle to the new input system?
The old system I would just check for a keydown and toggle between movementspeeds.
I wish this might help you
Since I was trying to find a way to toggle sprinting
this was the original code from video (I just did want to use the left stick button to sprint)
"playerControls.PlayerActions.LeftStickButton.performed += i => leftStickButtonInput = true; // Sprint while holding the button
playerControls.PlayerActions.LeftStickButton.canceled += i => leftStickButtonInput = false; // Stop sprinting when letting go of the button"
and I changed it like this
"playerControls.PlayerActions.LeftStickButton.performed += i => leftStickButtonInput = (leftStickButtonInput == false) ? true : false;"
I tested and it works
@@hyobin90 thanks!
There is a problem, if the camera is looking down or up, the LowPolyMan is moving slower, than sight pitch is 90°, how do i fix it?
In playerLocomotion move the line "moveDirection.y = 0;" above moveDirection.Normalize();
It turns out that now with the keyboard control the player has no way to walk?
Are you testing it with a joystick?
Looks like because my player is also not moving slowly. or sprinting.
My walking animation is not working. When Im going its playing the running animation and by clicking Shift is sprinting, thats good. So Im not sure how can I fix that my walking animation is playing when Im going?
@@Geckotr did you solve? i cant even get 0.5 on the stick nothing happens till 1.
hey Sebastion,that's a wonderful series!! But I was wondering why you didn't use pass through for sprint? is there a special reason ?
Thank you my friend. Nope! No special reason. It is just what came to my mind first. :^)
Can anyone please tell me why my camera moves so fast when I'm in test mode? I've followed this tutorial fairly closely and my camera is all over the place and now i move very quickly.
you chooese Camera Look in Component camera manager Script and set up speed, the same with Camera Pivot
how can i make him walk without a controller?
I did it adding another action on the player input system that checks if the running button is pressed, if it is, returns a float, if the float is 0 (is not running) then you divide by 2 the horizontal and vertical values (on the input manager script), if it's 1 (is running), then do not divide them by 2
I don't know if it's the most optimal way but it worked for me
Hi again. im having some trouble with this error.
Assets/scripts/PlayerLocomotion.cs(42,26): error CS0122: 'InputManager.moveAmount' is inaccessible due to its protection level
you need to change moveAmount to a public float if you have it on private
hope it helps
When will you release a new video for this series? :o
Today!
@@SebastianGraves OMG I CAN'T WAIT!!!
When I hit either shift or B the model's speed drops to zero. The character animates (sprinting included) and even faces the correct direction, but without going anywhere. Where might my error be? Also, if you can't seem to change the movement speeds restarting Unity worked for me. Thanks again Sebastian, this has been fun and informative.
Hmmmm, did you accidentally INITIALIZE it in the script at 0, and then change it from the script instead of the inspector? Sometimes changing variables via the inspector will remedy the issue. I assume the issue being you have no movement speed :^)
@@SebastianGraves I don't know. I found some minor errors in my code but fixing them didn't seem to change anything. The b_Input bool ticks when pressing b or shift as does isSprinting when also pressing a direction, and the model moves as it should otherwise. Changing the sprint speed from the inspector also didn't help.
@@SebastianGraves I couldn't find my error and I ended up restarting from scratch. This time around I got to the end of this video with no problems. I'm now making a backup folder for every completed tutorial video in order to make retrying and checking things easier. Thanks again for running this channel.
thanks a lot
i need help the animator goes to 1 and not 0.5 when not sprinting and plays the sprint animation when walking
I have the same problem, you fixed?
If you are using keyboard, in AnimatorManager script write this bellow Snapped region
if(horizontalMovement > 0 || verticalMovement > 0)
{
snappedVertical = 0.55f;
}
else if(horizontalMovement < 1.5 || verticalMovement < 1.5)
{
snappedVertical = 0;
}
if (isSprinting)
{
snappedVertical = 1;
}
3:07
thx
nice
ight but i made a stamina bar
dynno why cant smoothly changes sides and thewalk and run transition
anyone know to set a keybind from the controller like LeftStickPress?
The main issue in this video can be avoided by using root motion, as the animation (if it has it) sets the motion speed.
Anyoneeee know how to backward i added the backward animations and when i didnt press anythg it become backwards
Thanks for the video brother..😀👍🏻
Bug and fix, BUG: no run walk or sprint animations only idle playing while moving. FIX: unity for whatever reason will not call "Locamotion locamotion" so i set bool isSprinting into the input file and called input.isSprinting from locamotion this fixed all errors
where keyboard walking?
If you are using keyboard, in AnimatorManager script write this bellow Snapped region
if(horizontalMovement > 0 || verticalMovement > 0)
{
snappedVertical = 0.55f;
}
else if(horizontalMovement < 1.5 || verticalMovement < 1.5)
{
snappedVertical = 0;
}
if (isSprinting)
{
snappedVertical = 1;
}
more one giant nothing friendly annoying script tutorial, i cannot dont leave a deslike
i got error, i can't walk animation
BlendTreeWorkspace is NULL
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
null reference means you didn't add something, meaning you might have forgotten to add animations.
@@traynorth83 yeah, i solved this rewatch video animation before
@@eggsai4261 my walk animation wont work, i cant get 0.5 to register on my stick. any ideas?
Parameter 'Hash 475924382' does not exist.
UnityEngine.Animator:SetFloat (int,single,single,single)
AnimatorManager:UpdateAnimatorValues (single,single) (at Assets/AnimatorManager.cs:68)
inputmanagercharactercontroller1:HandleMovementInput ()