Animation Position Shifting Player Controller Down

Hey all,

Ok so I am working on a side scrolling 3D space game. Essentially the player can move in the X and Y axis, with Z being locked and the environment loops and moves toward you. The player controls a simple ship I have animated with no bones. I had been using the animator to make clips for it to transition through during playtime. However, when I try to trigger its turn left/ right animation, it makes the ship slowly decrease in elevation on the y axis. (Despite it simply having a 0:05 clip length with the only animation property being end rotation x=0, y=-45 z=60

I have been searching on forums for days now and cannot seem to find an answer. I don’t have Root Motion enabled and I made the animations in Unity itself and not an outside program. The best I can seem to do with different attempts is get the ship to only turn but it stays static in place. Im including a small code screenshot.

Please unity gods help

Ok there seems to be a bunch of people following this question. I kinda found a solution and Ill post it in case it helps. Looking at other peoples questions I noticed alot of people talked about parenting a child object for rotation, which would only kinda work in my case. Essentially what I did was beyond the visible wall I created an empty “rotation target” if you will. Declaring it as a public transform in the script I added a Vector 3 that was the player position - the rotation target position. Then in the if statements that I used to control the animation booleans I added a "transform.position = Vector 3 Move Towards(transform.position, rotationtarget.position, 1f * Time.deltaTime)
with the next line being transform.rotation = Quaternion.LookRotation(the Vector 3 I declared earlier) and it worked! Hope this helps this was driving me insane