Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Instantiating prefab animator stays always in idle

Discussion in 'Animation' started by astingengo, Jun 11, 2022.

  1. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    I'm trying to instantiate a gameobject that has attached an animator to it [it is a character, based on user selection].
    The problem I'm having is that the character will not move [animation, it will move on the terrain but not the animation]

    It is staying always in idle mode
    What I'm doing wrong or what should I do to make it work?

    L.E: the code that I'm using is from starter assets and I'm instantiating inside geometry object

    Code for instaintiate
    Code (CSharp):
    1.  
    2. character = Instantiate(CharacterName, new Vector3(0, 0, 0), Quaternion.identity);
    3. character.transform.SetParent(Geometry.transform);
    4.  
    where CharacterName is a prefab and Geometry is the Geometry object from PlayerArmature
     
    Last edited: Jun 11, 2022
  2. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    I founded the problem but I can't solve it via code.
    So ... if from PlayerArmature I disable Animator component and then enable it it will work. But if I'm doing that form the code [e.g.: inside Start method] it is not working

    Why?
     
  3. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    No one no ideas?
    So if I'm doing:
    Code (CSharp):
    1. PlayerArmature.GetComponent<Animator>().enabled = false;
    2. PlayerArmature.GetComponent<Animator>().enabled = true;
    it is not working ... but if manually I'm disabling and activating it will do the trick
     
  4. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    No ideas? Can I give more information [what exactly]?
     
  5. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    I'm still hoping here as unfortunatelly I didn't founded a solution.
    So what I'm having is unity asset starter with custom characters attached to the geometry game object from playerarmature.

    The problem is that I instantiate the character from geometry game object [from unity starter assets] and the animation is not working in that case. If I manually, while the play button is on, I deactivate and reactivate the animator from playerarmature object the animation with start to work correctly.
    If doing that from code, nothing happens
     
  6. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    Wow ... finally ... problem solved ... if someone else will have the same problem you need to rebind the animator
    In my case
    Code (CSharp):
    1. PlayerArmature.GetComponent<Animator>().Rebind();