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Question by gogo199432 · Feb 26, 2014 at 08:36 PM · animationeditorbugexportbuilt

Unity Animation isn't working in built version

Hi guys

I have a totally absurd bug for you again. I have a door with two animations, one for opening and one for closing it. I'm using the script attached below. Like before, the system works flawlessly in the editor, but when I build the game, I can only open the door, but not close it with the animation. It just plays the opening animation again when I try to close it. I'm guessing that Unity doesn't export the closing animation, or I don't know. #pragma strict

 var theDoor : GameObject;
 private var drawGUI = false;
 private var doorIsClosed = true;
 var locked : boolean = false;
 var DoorSoundOpen : AudioClip;
 var DoorSoundClose : AudioClip;
 var DoorLights : GameObject[];
 var autoClose : boolean = true;
 var autoOpen : boolean;
 
 function Update () 
 {
     if (drawGUI == true && Input.GetKeyDown(KeyCode.E))
     {
         changeDoorState();
     }
     
     if(!locked)
     {
         for(var i =0; i < DoorLights.length; i++)
         {
             DoorLights[i].light.color = Color.green;
         }
     }else
     {
         for(var o =0; o < DoorLights.length; o++)
         {
             DoorLights[o].light.color = Color.red;
         }
     }
 }
 
 function OnTriggerEnter (theCollider : Collider)
 {
     if(locked == false)
     {
         if (theCollider.tag == "Player")
         {
             drawGUI = true;
             if(autoOpen && doorIsClosed)
             {
                 theDoor.animation.CrossFade("Open");
                 audio.PlayOneShot(DoorSoundOpen);
                 doorIsClosed = false;
             }
         }
     }    
 }
 
 function OnTriggerExit (theCollider : Collider)
 {
     if (theCollider.tag == "Player")
     {
         drawGUI = false;
         
 //        if(!autoClose && !doorIsClosed)
 //        {
 //            theDoor.animation.CrossFade("Close");
 //            audio.PlayOneShot(DoorSoundClose);
 //            doorIsClosed = true;
 //        }
     }
 }
 
 function OnGUI ()
 {
     if (drawGUI == true && !autoOpen && doorIsClosed)
     {
         GUI.Box (Rect (Screen.width*0.5-51, 200, 102, 22), "Press E to open");
     }else if(drawGUI == true && !autoClose && !doorIsClosed)
     {
         GUI.Box (Rect (Screen.width*0.5-51, 200, 102, 22), "Press E to close");
     }
 }
 
 function changeDoorState ()
 {
     if (doorIsClosed == true)
     {
         if(!autoOpen)
         {
             theDoor.animation.CrossFade("Open");
             audio.PlayOneShot(DoorSoundOpen);
             doorIsClosed = false;
         }
         if(autoClose)
         {
             yield WaitForSeconds(3);
             theDoor.animation.CrossFade("Close");
             audio.PlayOneShot(DoorSoundClose);
             doorIsClosed = true;
         }
     }else
     {
         if(!autoClose)
         {
             theDoor.animation.CrossFade("Close");
             audio.PlayOneShot(DoorSoundClose);
             doorIsClosed = true;
         }
     }
 }
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