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I have trouble with Animator in Unity2d. I have a main character for my game. The character has his own animation clip for fighting. When the player touches the screen, i am starting animation. When the player touches the screen slowly (every second) - everything is working fine, but when the player touches the screen fast, the animation clip is playing about 10 times, and then nothing happens (the clip isn't playing). I've checked - the touch event is triggered normaly, may the problem is with animator. Does anyone have ideas how to fix this issue?

public bool UseAxisInput = false;
private Animator Anim;

// Use this for initialization
void Start () {
    Anim = GetComponent<Animator>();
}

// Update is called once per frame
void Update () {
        for (var i = 0; i < Input.touchCount; ++i) 
        {        
            if (Input.GetTouch(i).phase == TouchPhase.Began)     
            {
                Anim.SetBool("IsFighting", true);
            }
        }
}

May be this is because of that at the end of my animation i have an animation event which calls the method, that stops animation. This is animation clip

This is my method, that is called, after the animation ends

public void stopFighting()
{
    Anim.SetBool("IsFighting", false);
}
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  • \$\begingroup\$ Why not use a Trigger instead of a Boolean parameter and scrap the AnimationEvent completely? \$\endgroup\$
    – McAden
    Oct 29 '14 at 22:30
  • \$\begingroup\$ Can you please tell me more about this? I know very little about triggers((( \$\endgroup\$
    – bukka.wh
    Oct 30 '14 at 8:06
  • \$\begingroup\$ A Trigger (in regards to animation in Unity) is essentially a Bool that automatically turns itself off after the state change. \$\endgroup\$
    – McAden
    Oct 30 '14 at 17:30
  • \$\begingroup\$ Thank you, McAden! I have edited my code according to triggers and now everything works good. \$\endgroup\$
    – bukka.wh
    Oct 31 '14 at 8:32
  • \$\begingroup\$ Glad that worked for you. I posted it below as an answer. \$\endgroup\$
    – McAden
    Oct 31 '14 at 16:58
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Use a trigger within the Animator instead of a boolean. Remove the AnimationEvent from the animation and the stopFighting function you created. Then, once you've changed the parameter type in the Animator you can change the code to:

Animator.SetTrigger("IsFighting");

Then once it triggers it will turn itself off after the animation state evaluates it.

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