i dont know how to fix this error, i wanted to move a character in a unity 3D game but it gives me this error, i cant find any solutions on the internet and im not experienced so i dont know what to do, this is writed in C#
"Parameter 'isWalking' does not exist. UnityEngine.Animator:SetBool (string, bool)"
here is the code that i wanted to use:
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public abstract class Command
{
public abstract void Execute();
}
public class JumpFunction : Command
{
public override void Execute()
{
Jump();
}
}
public class TelekinesisFunction : Command
{
public override void Execute()
{
Telekinesis();
}
}
public static void Telekinesis()
{
}
public static void Jump()
{
}
public static void DoMove()
{
Command keySpace = new JumpFunction();
Command keyX = new TelekinesisFunction();
if (Input.GetKeyDown(KeyCode.Space))
{
keySpace.Execute();
}
if (Input.GetKeyDown(KeyCode.X))
{
keyX.Execute();
}
}
public CharacterController characterController;
public float speed = 3;
public Animator animator;
// camera and rotation
public Transform cameraHolder;
public float mouseSensitivity = 2f;
public float upLimit = -50;
public float downLimit = 50;
// gravity
private float gravity = 9.87f;
private float verticalSpeed = 0;
void Update()
{
Move();
Rotate();
}
private void Awake()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
public void Rotate()
{
float horizontalRotation = Input.GetAxis("Mouse X");
float verticalRotation = Input.GetAxis("Mouse Y");
transform.Rotate(0, horizontalRotation * mouseSensitivity, 0);
cameraHolder.Rotate(-verticalRotation * mouseSensitivity, 0, 0);
Vector3 currentRotation = cameraHolder.localEulerAngles;
if (currentRotation.x > 180) currentRotation.x -= 360;
currentRotation.x = Mathf.Clamp(currentRotation.x, upLimit, downLimit);
cameraHolder.localRotation = Quaternion.Euler(currentRotation);
}
private void Move()
{
float horizontalMove = Input.GetAxis("Horizontal");
float verticalMove = Input.GetAxis("Vertical");
if (characterController.isGrounded) verticalSpeed = 0;
else verticalSpeed -= gravity * Time.deltaTime;
Vector3 gravityMove = new Vector3(0, verticalSpeed, 0);
Vector3 move = transform.forward * verticalMove + transform.right * horizontalMove;
characterController.Move(speed * Time.deltaTime * move + gravityMove * Time.deltaTime);
animator.SetBool("isWalking", verticalMove != 0 || horizontalMove != 0);
}
}