Say parent and child both have animators attached to them.
Whenever I click on the child object to animate values on an animation that is linked to the parent’s animator, it’ll switch to the animator of the child by default. Accessing the child from the animation window is just a pain when modifying a lot of values. Is there a solution to this?
As in animated parent → non animated game object → animated child hierarchy? No unfortunately it doesn’t work.
Basically in my case, I’ve an animator on all of my buttons that’s used to give visual feedback on onpointerup/down events. Some of my buttons are meant to have additional eye candies when clicked. For these specific cases, I put the button inside of a parent object and throw an animator on the parent object to add whatever needs to be added.
Like, there are ways around the problem, e.g. removing the child’s animator temporarily while working on the parent’s, but this gets really annoying when you are doing a bunch of these. There has to be a way to lock on to the animator currently being worked on.
Doh! I was thinking you had a problem with the child animator not working correctly. If I had re-read the thread I could of helped better. Yeah lock icon. Glad you found the solution.