title: animation with transition don't start in unity scene
body: <p>I have made a fighting game and I don't know where I should integrate my animation in the script. I have 4 actions : Idle , Walk , Kick One , Kick 2 . My script is for phone controllers , where should I put the animations? <a href="https://imgur.com/a/dcIevbn" rel="nofollow noreferrer">https://imgur.com/a/dcIevbn</a> and this are some settings to them <a href="https://imgur.com/a/v5gJGCa" rel="nofollow noreferrer">https://imgur.com/a/v5gJGCa</a>
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  <pre class="snippet-code-css lang-css prettyprint-override"><code> public class Move : MonoBehaviour
   {
       private Animator anim;
   
       public float moveSpeed = 300;
       public GameObject character;
       private Rigidbody characterBody;
       private float ScreenWidth;
       private Rigidbody rb2d;
   
       public bool isDead = false;
       public Vector2 jumpHeight;
       public int jumpCount = 0;
       internal static object instance;
   
   
       // Use this for initialization
       void Start()
       {
           ScreenWidth = Screen.width;
           characterBody = character.GetComponent&lt;Rigidbody&gt;();
           rb2d = this.GetComponent&lt;Rigidbody&gt;();
           rb2d.freezeRotation = true;
           anim = GetComponent&lt;Animator&gt;();
       }
   
       // Update is called once per frame
       void Update()
       {
   
           if (isDead) { return; }
           if (jumpCount &lt; 3 &amp;&amp; (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)))  //makes player jump
           {
               GetComponent&lt;Rigidbody&gt;().AddForce(jumpHeight, ForceMode.Impulse);
               jumpCount++;
           }
           jumpCount = 0;
           int i = 0;
           while (i &lt; Input.touchCount)
           {
               if (Input.GetTouch(i).position.x &gt; ScreenWidth / 2)
               {
                   RunCharacter(1.0f);
   
               }
               if (Input.GetTouch(i).position.x &lt; ScreenWidth / 2)
               {
                   RunCharacter(-1.0f);
               }
               ++i;
           }
       }
   
   
       void FixedUpdate()
       {
   #if UNITY_EDITOR
           RunCharacter(Input.GetAxis("Horizontal"));
   #endif 
   
       }
   
       private void RunCharacter(float horizontalInput)
       {
           characterBody.AddForce(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));
   
       }
    
   
   
   }</code></pre>
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