Animators were set up by Connor, but they needed a few modifications to be compatible with the multiple state machines that I have implemented in the character controller. Many of the states from the character motor (physical states) and the character controller (action states) are pushed to the animator as bools as the state machine will maintain them as long as the action is in effect, before toggling them off.The animator transitions were modified to echo the code state machines behaviour, and the base animation speed for the run cycle was multiplied with the character movement speed to arrive at an animation that syncs well with the movement of the character.