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Question by Jasph · Nov 29, 2021 at 10:51 PM · animationscripting problembuild-error

Runs in editor but not in build,works in editor but fails in build mode

So I've got this code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class PlayerControl : MonoBehaviour
 {
     Rigidbody2D body;
     public float movespeed = 5f;
     float x;
     float y;
     //Sprite inserts
     SpriteRenderer sprite;
     public Sprite idle;
     public Sprite walk;
     public Sprite attack1;
     public Sprite attack2;
     public Sprite attack3;
     public Sprite hurt;
     //Timers & things for walk animation
     private bool walking;
     public int walkTimeStart = 300;
     public int walkTime = 0;
     public int walkTimeEnd = -300;
     //Timers & things for attack;
     //private bool attacked;
     private bool hit1;
     private bool hit2;
     private bool hit3;
     public int attackTimeStart = 300;
     public int attackTime = 0;
     // Start is called before the first frame update
     void Start()
     {
         body = GetComponent<Rigidbody2D>();
         sprite = GetComponent<SpriteRenderer>();
         sprite.sprite = idle;
         walkTime = walkTimeStart;
         walking = false;
         //attacked = false;
         hit1 = false;
         hit2 = false;
         hit3 = false;
     }
 
     // Update is called once per frame
     void Update()
     {
         // Movement
         x = Input.GetAxisRaw("Horizontal");
         y = Input.GetAxisRaw("Vertical");
         body.velocity = new Vector2(x * movespeed, y * movespeed);
         if (Input.GetKey("w") || Input.GetKey("a") || Input.GetKey("s") || Input.GetKey("d"))//walking animation
         {
             walkTime -= 1;
             walking = true;
             if (walkTime >= 0)
             {
                 sprite.sprite = walk;
             }
             else if (walkTime <= 0 && walkTime >= walkTimeEnd)
             {
                 sprite.sprite = idle;
             }
             else if (walkTime <= walkTimeEnd)
             {
                 walkTime = walkTimeStart;
             }
         }
         else
         {
             walking = false;
         }
 
         //Flipping
         if (Input.GetKey("a"))
         {
             sprite.flipX = true;
         }
         else if (Input.GetKey("d"))
         {
             sprite.flipX = false;
         }
 
         //Attack
         if (Input.GetKeyDown("v"))
         {
             attackTime = attackTimeStart;
             //attacked = true;
         }
         else if (Input.GetKeyUp("v"))
         {
             //attacked = false;
             hit1 = true;
         }
         if (attackTime >= 0 && hit1 == true)
         {
             
             attackTime -= 1;
             
             if(hit2 == false & hit3 == false)
             {
                 sprite.sprite = attack1;
             }
             if(Input.GetKeyDown("v") && hit2 == false && hit3 == false)
             {
                 hit2 = true;
                 
             }
             else if(Input.GetKeyDown("v") && hit2 == true && hit3 == false)
             {
                 hit3 = true;
             }
             if(hit2 == true && Input.GetKeyUp("v") && hit3 == false)
             {
                 sprite.sprite = attack2;
                 attackTime = attackTimeStart;
             }
             else if (hit2 == true && Input.GetKeyUp("v") && hit3 == true)
             {
                 sprite.sprite = attack3;
                 attackTime = attackTimeStart;
             }
         }
         if (walking == false && attackTime <= 0+1)
         {
             hit1 = false;
             hit2 = false;
             hit3 = false;
             sprite.sprite = idle;
         }
     }
         
 }

which runs fine in the editor, but when I use it in build in run the walk animation only plays one sprite and the attack animation doesn't reset.

Anyone know what's going on?

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