title: How do i play animation walk for the character?
body: <p>I'm using Nav Mesh Agent to move the character using the mouse click button.
  I clicked on bake and it's moving the player.</p>
  
  <p>Now i want to add animation walk to the character while it's moving.
  So i added to my character ThirdPersonController Component Animation and in the Animation Inspector i set the Animation property to HumandoidWalk.</p>
  
  <p>But when running the game and clicking with the mouse there is no animation walk.</p>
  
  <p>This is the exception message:</p>
  
  <blockquote>
    <p>The animation state Walk could not be played because it couldn't be found!
    Please attach an animation clip with the name 'Walk' or call this function only for existing animations.
    UnityEngine.Animation:Play(String)
    ClickToMove:Update() (at Assets/MyScripts/ClickToMove.cs:21)</p>
  </blockquote>
  
  <p>This is a screenshot of the character inspector on the right showing the Nav Mesh Agent and the Animator Components and the scripts attached Click To Move:</p>
  
  <p><a href="https://i.stack.imgur.com/nobh4.jpg" rel="nofollow">Screenshot</a></p>
  
  <p>And this is the script. First time i tried to make _anim.Play("Walk"); but i got execption since he could not find Walk.</p>
  
  <p>So i tried only _anim.Play(); since i added the HumanoidWalk as animation but now i'm not getting any exceptions but there is no walk animation.</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class ClickToMove : MonoBehaviour
  {
      NavMeshAgent agent;
      Animation _anim;
  
      void Start()
      {
          agent = GetComponent&lt;NavMeshAgent&gt;();
          _anim = GetComponent&lt;Animation&gt;();
      }
  
      void Update()
      {
          if (Input.GetMouseButtonDown(0))
          {
              _anim.Play("Walk");
              RaycastHit hit;
  
              if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))
              {
                  agent.destination = hit.point;
              }
          }
      }
  }
  </code></pre>