Problem
A character that only plays one animation on a loop doesn't feel controlled by anyone. The point of this scene was to get input, animation state, and physics all talking to each other in one place.
Approach
WASD and Space move and jump the robot around a grassy field; clicking it cycles its animation clips directly. Clicking the ground uses a ray-caster to aim, then physics (Rapier) throws a ball at a pyramid of blocks. Knocking them all down is the goal.
What I'd change
Animation blending between states (idle → walk → jump) is a hard cut right now, not a crossfade. It reads fine at this scale but is the first thing that would need fixing in a bigger scene.