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Question by Rtun7939 · Jul 06, 2020 at 10:34 AM · animationsboolcrossfadeframeskipping

Unity plays the animation then jumps to another, then back again.

I have 5 animations for a pistol, including an Idle animation as the Entry Animation. When I press "w" it plays the running animation. When I press"D" it plays the reaching right animation. "When I left click, it plays the firing animation. When I press "a", it's supposed to play the reach left animation, but it plays one frame of the idle animation before going back to the reach left animation. Can someone help? I used SetBool and CrossFades.

P.S: I'm new to Unity, so I don't know very much. MY CODE: public class PistolAnimations : MonoBehaviour { private Animator anim;

 // Start is called before the first frame update
 void Start()
 {
     anim = GetComponent<Animator>();
 }

 // Update is called once per frame
 void Update()
 {
     //Pistol Firing Animation Script
     if(Input.GetKeyDown(KeyCode.Mouse0))
     {
         anim.CrossFade ("Pistol Firing", 0.0000001f);
     }
     //Pistol Running Animation Scipt (This took a REALLY long time to fix after I added the third anim.)
     if (Input.GetKey(KeyCode.W))
     {
         anim.Play ("Pistol Running");
         anim.SetBool("isRunning", true);
         anim.SetBool("isIdle", false);
     
     }
     else
     {
         anim.SetBool("isRunning", false);
         anim.SetBool("isIdle", true); 
     }
     //Pistol going to the left animation Script (This one took a long time too.)
     if (Input.GetKey(KeyCode.A))
     {
         anim.CrossFade("Pistol Left", 0.0001f);
         anim.SetBool("isLeft", true);
         anim.SetBool("isIdle", false);
     }
     else
     {
         anim.SetBool("isLeft", false);
         anim.SetBool("isIdle", true);
     }
     //And dis is the Pistol going to the right anim script .YA.
     if (Input.GetKey(KeyCode.D))
     {
         anim.CrossFade("Pistol Right", 0.0000000000000000000000000000000000000000000000000001f);
         anim.SetBool("isRight", true);
         anim.SetBool("isIdle", false);
     }
     else
     {
         anim.SetBool("isRight", false);
         anim.SetBool("isIdle", true);
     }


 }

}

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