I have 2 animators for 2 fighters. Both have an "Idle" animation. In playtime, they play exactly the same way (loopinng continously until animation is changed) and yet, for 1 of the fighter, which I coded earlier, I can change transform.rotation and it stays changed, but for the newer fighter, if I change transform.rotation, it clips back to the default
Disabling animator component makes the rotation changes work perfectly, so it's something in animator and not in my code
#A blank/empty animation clip is overriding transform.
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Okay this should be obvious but check your idle animation and look for rotation keyframes
@hollow iron
check the image attached
Why do you have a blank animation clip tho?
idk, this seemed to work so I didn't bother trying anything else
I would have to make an empty state in animator anyways, so why not have a clip which I can edit in case I wanna add an idle animation
I usually use a blank animation state in the animator controller when I want the animated GameObject to do nothing
Btw was your inspected object selected when checking the animation?
I don't remember well how unity animator worked I don't use it for like 6 months
I think I have animated the main transform in 2 animations accidentally, which then somehow contributed to "blank state" havingn default values of all the edited values (in any and all possible animations) and so now idle is keeping track of main body transform as well