Player not being rendered until input has been detected.

Hey. I’m new with Unity and finally decided to try to make my own project instead of following tutorials rigorously.

As I made different movement animation for my Player (walking in different directions) I thought it would be pretty neat to have him stop moving if the player didn’t do any input. As my “idle” animation depends on which direction he stands in (as he will continue to look to that direction) I thought that I could simply pause the animation if no input was detected.

However this is where the problems begin. While this does work somewhat as intended the player is no longer rendered at the start of the game. To be able to see him you first have to move around a bit.

I’ve tried setting the Animator to enabled in both Awake() and Start() but this didn’t really do any difference.

Here’s the code snippet;

public float mySpeed = 5;

private Animator myAnimator;
private Vector3 myMovement;
private Rigidbody2D myRigidBody;

void Awake()
{
	myAnimator = GetComponent<Animator> ();
	myRigidBody = GetComponent<Rigidbody2D> ();
}

void Start ()
{
}

void FixedUpdate ()
{
	Movement ();
}

private void Movement()
{
	myAnimator.enabled = true;
	int horizontal = 0;
	int vertical = 0;

	horizontal = (int)(Input.GetAxisRaw("Horizontal"));
	vertical = (int)(Input.GetAxisRaw ("Vertical"));

	Move (horizontal, vertical);
	UpdateAnimation (horizontal, vertical);

}

private void Move(float aHorizontal, float aVertical)
{
	myMovement.Set(aHorizontal, aVertical, 0);

	myMovement = myMovement.normalized * mySpeed * Time.deltaTime;

	myRigidBody.MovePosition(transform.position + myMovement);
}

private void UpdateAnimation(int aHorizontal, int aVertical)
{
	if (aHorizontal > 0) 
	{
		myAnimator.SetTrigger ("PressedRight");
	}
	else if (aHorizontal < 0) 
	{
		myAnimator.SetTrigger ("PressedLeft");
	} 
	else if (aVertical > 0)
	{
		myAnimator.SetTrigger ("PressedUp");
	}
	else if (aVertical < 0)
	{
		myAnimator.SetTrigger ("PressedDown");
	}
	else if (aHorizontal == 0 && aVertical == 0 && myAnimator.isActiveAndEnabled == true)
	{
		myAnimator.enabled = false;
	}
}

Sorry for the inconvenience and thanks a lot in beforehand.

Try disabling animator(you do it in Movement()->UpdateAnimation(…)) not in Update() or FixedUpdate(), but in LateUpdate(). LateUpdate() gets called after animation, so animator will be disabled after it has drawn the first frame of animation.