I’ve implemented the UpdateAnimator() the way shown in the video but noticed that it didn’t work well when using the controller.
That is because my controller outputs some small value instead of 0 when using the stick. i.e. (when moving the stick to the right the InputReader.MovementValue is (x:1, y:0.1)).
I got around that by getting rid of the conditional statements and just feeding the MovementValue directly to the SetFloat() like so
stateMachine.Animator.SetFloat(TargetingForwardHash, stateMachine.InputReader.MovementValue.y, 0.1f, deltaTime);
stateMachine.Animator.SetFloat(TargetingRightHash, stateMachine.InputReader.MovementValue.x, 0.1f, deltaTime);
Why not go for this approach instead?
Is there some downside going forwards?