Hi folks, I've a basic cupboard mesh in my scene: (click the thumbnail to enlarge it) As you can see, the drawers are modeled separately from the frame. What I would like to do is actually quite simple: - if the player clicks on them, I want to animate them opening up... - ... and when they are clicked again I want them to close again. I've all the scripting done and everything works smoothly (input, raycasting etc.), except for: the animator part. The way the animation system in Unity is set up seems to be geared towards situations where: - there is a looping animation in each state - transitions from state A to state B transition the animations from animation A to animation B. In my case, there is no looping going on. I want the open/close animation to play on the state transition. Can I still use the built-in animator for this? Does it even make sense to use the animator? Or would it be wiser to simply use a Tween library and hard-code this one out? What I tried is: - have one 1-frame "animation clip" that shows the drawer in closed position - have one 1-frame "animation clip" that shows the drawer in opened position - transition between the states transitions the animation, and thus the position ... but that didn't really work out. Also, I don't want the engine to be busy playing animations all the time that effectively do nothing.