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Question by Dorthonion · Dec 16, 2017 at 04:50 PM · 2d-platformeranimationsmoving-animations

Animation blocking rotation

I am working on a platform game in 2D. My player consists of a parent object with various children attached, e.g. head. arms, body etc..

I have a basic script that causes all of the arms and legs to rotate in a certain way when I am moving slowly, and to rotate faster when I am moving quickly (and not airborne).

So far, so good. Everything was working fine.

I then added 'punch' and 'kick' animations. All these do is instantly transform some of the child objects (e.g. 'kick' rotates one of the legs).

I have noticed that my original 'moving' animation now only works for the child objects that are NOT affected by the new animations, EVEN WHEN THE NEW ANIMATIONS ARE NOT PLAYING.

It also seems to be specifically linked to ROTATING the game objects. If I create an animation that just translates one of the objects, the original 'moving' and 'running' animations work fine for that object.

What do I do?

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Answer by Albarnie · Dec 17, 2017 at 06:56 AM

Do rotation in LateUpdate(). LateUpdate is run after fixedupdate, update, and animations.

https://docs.unity3d.com/560/Documentation/Manual/ExecutionOrder.html

for the animations that are being overridden, you can use animation layers, and set the weight of each to define which has priority.

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Answer by Dorthonion · Dec 16, 2017 at 10:19 PM

EDIT: found a fix, luckily the game objects in question had two parts, a parent and a child; I applied my 'moving' and 'running' animations (which are mutually exclusive) to the parents and the other animations (also mutually exclusive) to the children. However, this feels a bit cheaty.

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