Alright, let's add a jump animation. I opened my animator again. And if you want to move it, if you don't see some elements you can hold out and then simply move it. So I take the jump animation and drag it, drop it to the animator here. All right, let's make a transition from any state to jump, right click my transition jump and from jump to idle. All right, let's click on this arrow and create a new parameter.
Okay, so this time it is bool parameter. Let's call it grounded. Next, let's add a condition for the first transition. grounded and of course the first value is False. So if not grounded, then that means that my character is jumping. So it is in the air.
And that second arrow that add a new condition grounded. True. Alright, let's check that we don't have any exit time. No Exit time. Let's open our script. We already have the variable is grounded.
Do you remember we have created it while coding jumping. Go back to the lesson jump, if you'd like to refresh it. All right, let's go back the update function All right, and let's do the same thing for the false false grounded false. So we have used that flaw there, because we have a float parameter for idle to run animation. And, and now we use set bool because we have bool parameter here. Remember, parameter grounded, it is a bool.
And again, the grounded is the name of our parameter. All right, let's save it and go to our game. Jump Yay. Let me make it bigger. All right, move and jump, move and jump. Oh, that's that's pretty good.
Jump. Hey. All right. We have finished