I am attempting to implement a pooling system of enemies from which I can reactivate from a dead state. Each enemy has different “Death Sequences” in which I use the animator to Fade Out via their Sprite Renderer or disable certain colliders. My main issue is that even if I change the animation state to play a different clip, the animated component values from the previous state persists (I.E. Sprite Renderer Alpha stays 0) even I try to change the values back via code. Is there a setting that I change to stop the previous state’s animated component values from affecting other Animation Clips? Currently Running Unity 5.3.1
I think you can use:
Not sure how “costly” it is…
Another way of doing it would be to reset all Animation Parameters and have a “Any State” that transitions to your Default Layer State upon a certain condition, for example a Trigger named reset.