I want to create an intro scene for my project and I use animator for that. I need 3 different objects to share same animator paramaters. In other words, when I change a paramater from script of one of these objects, other one’s should be changed. I change Start paramater value here.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationPlayer : MonoBehaviour
{
[SerializeField] private Animator menuAnimator;
[SerializeField] private PlayerUnitSpawner playerUnitSpawner;
[SerializeField] private EnemyUnitSpawner enemyUnitSpawner;
[SerializeField] private GameObject introArcher;
private GameObject introZombie;
private bool archerAlive = false;
private Animator myAnimator;
private void Awake()
{
myAnimator = GetComponent<Animator>();
}
public void IntroScene()
{
StartCoroutine(StartIntroScene());
}
private IEnumerator StartIntroScene()
{
yield return new WaitForSeconds(menuAnimator.GetCurrentAnimatorStateInfo(0).length);
myAnimator.SetBool("Start", true);
introArcher.GetComponent<Animator>().SetBool("ArcherIn", true);
}
}
For AnimationPlayer gameobject , “Start” paramater turns out true
But other gameobject IntroArcher’s “Start” paramater doesn’t turn out true. It’s still false.
Is there a way to share same animator paramaters among several objects? Or do I must just change them individually ?
Edit: I just realize there is an animation section in forum. I open this thread in wrong place, sorry for that ![]()

