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Question by inorris · Nov 10, 2020 at 09:03 PM · animationanimation controller

Animation won't play

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class animationStateController : MonoBehaviour
 {
     Animator animator;
     int isWalkingHash;
     int isRunningHash;
     int isWalkingBackHash;
 
     // Start is called before the first frame update
     void Start()
     {
         animator = GetComponent<Animator>();
         isWalkingHash = Animator.StringToHash("isWalking");
         isRunningHash = Animator.StringToHash("isRunning");
         isWalkingBackHash = Animator.StringToHash("isWalkingBack");
     }
 
     // Update is called once per frame
     void Update()
     {
         bool isrunning = animator.GetBool(isRunningHash);
         bool isWalking = animator.GetBool(isWalkingHash);
         bool isWalkingBack = animator.GetBool(isWalkingBackHash);
         bool forwardPressed = Input.GetKey("w");
         bool runPressed = Input.GetKey("left shift");
         bool backwardPressed = Input.GetKey("s");
         // if player presses w key
         if (!isWalking && forwardPressed)
         {
             // then set the isWalking boolean to be true
             animator.SetBool(isWalkingHash, true);
         }
         // if player is not pressing w key
         if (isWalking && !forwardPressed)
         {
             // then set the isWalking boolean to be false
             animator.SetBool(isWalkingHash, false);
         }
 
         // if player is walking and not running and presses left shift
         if (!isrunning && (forwardPressed && runPressed))
         {
             // then set the isRunning boolean to be true
             animator.SetBool(isRunningHash, true);
         }
         // if player is running and stops running or stops walking
         if (isrunning && (!forwardPressed || !runPressed))
         {
             // then set the isRunning boolean to be false
             animator.SetBool(isRunningHash, false);
         }
         // if player presses s key
         if (!isWalkingBack && backwardPressed)
         {
             //then set the isWalkingBack boolean to be true
             animator.SetBool(isWalkingBackHash, true);
         }
         // if player is not pressing s key
         if (isWalkingBack && !backwardPressed)
         {
             // then set the isWalkingBack boolean to be false
             animator.SetBool(isWalkingBackHash, false);
         }
         
     }
 }
 

My Walk forward, idle, and Sprint animations work but for some reason, my walking backward animation won't work! Why is this happening?

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