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Question by Graywolf212 · Jan 26, 2016 at 08:42 AM · c#animationboolean

Bool changes back instantly

I am trying to create a walk-run-sprint system (similar to the one in the fallout series) where your character walks only when caps-lock is toggled, runs by default, and sprints when a key is held down. The bool for checking if the caps lock key is toggled resets less than a second after I press it however. Any/All help is appreciated, thank you!

  using UnityEngine;
     using System.Collections;
     
     public class PlayerController: MonoBehaviour
     {
         public Animator Anim;
         // Use this for initialization
         void Start()
         {
     
         }
     
         // Update is called once per frame
         void Update()
         {
     
             bool toggleCapsLock = false;
     
             if(Input.GetKeyUp(KeyCode.CapsLock)){
                 toggleCapsLock = !toggleCapsLock;
             }
             //Anim.SetFloat("Speed", Input.GetAxis("Vertical")*2);
             Anim.SetBool("Walking", toggleCapsLock);
             Anim.SetFloat("Direction", Input.GetAxis("Horizontal"));
             Anim.SetBool("Running", Input.GetKey(KeyCode.LeftShift));
         }
     }



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Answer by Astraphobia95 · Jan 26, 2016 at 04:34 PM

I haven't scripted Unity in a while but from what I can see you've created your toggle boolean inside the update method, which makes it local to the update method. This means every time update is called (30 times a second?) your boolean is being deleted at the end of the function, and recreated again when it starts (as false, because you've told it to).

Try declaring the boolean as a global variable, just after you initialize the class, something like this:

      public class PlayerController: MonoBehaviour
      {
          bool toggleCapsLock = false;
          public Animator Anim;

          // Use this for initialization
          void Start()
          {
      
          }
      
          // Update is called once per frame
          void Update()
          {
              if(Input.GetKeyUp(KeyCode.CapsLock)){
                  toggleCapsLock = !toggleCapsLock;
              }

              //Anim.SetFloat("Speed", Input.GetAxis("Vertical")*2);
              Anim.SetBool("Walking", toggleCapsLock);
              Anim.SetFloat("Direction", Input.GetAxis("Horizontal"));
              Anim.SetBool("Running", Input.GetKey(KeyCode.LeftShift));
          }
      }

Let me know if that works for you.

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Answer by Graywolf212 · Jan 27, 2016 at 12:12 AM

Still not working, here is my code now... Disappointing because I actually understand why that way would make much more sense...

 using UnityEngine;
 [RequireComponent(typeof(Rigidbody))]
 [RequireComponent(typeof(CapsuleCollider))]
 
 
 
 public class PlayerController: MonoBehaviour
 {
     bool toggleCapsLock = false;
     public Animator Anim;
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if(Input.GetKey(KeyCode.CapsLock)){
             toggleCapsLock = !toggleCapsLock;
         }
         //Anim.SetFloat("Speed", Input.GetAxis("Vertical")*2);
         Anim.SetBool("Walking", toggleCapsLock);
         Anim.SetFloat("Direction", Input.GetAxis("Horizontal"));
         Anim.SetBool("Moving", Input.GetKey(KeyCode.W));
         Anim.SetBool("Sprinting", Input.GetKey(KeyCode.LeftShift));
     }
 }


EDIT: Nvm, see my fix above

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Answer by Graywolf212 · Jan 27, 2016 at 01:02 AM

Ahh, fixed it. All I needed to do was not set it to false, and also check for GetKeyDown instead of GetKey

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avatar image Astraphobia95 · Jan 27, 2016 at 10:40 AM 0
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Great! As a reference for next time you can always declare your variables globally at the start of your class without a value, and then set the initial value inside the start function, as this one only runs once when the script is first initialized.

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