Game Object resetting after clip completes

I have a HUD element that animates to the center of the screen and I’m having trouble getting it to behave.

The element is authored in place (at the center of the screen). I have an intro animation that at Frame 0 moves the element offscreen, then slides it to the middle after 1/2 second.

Problem 1 is, there is a one frame pop where the element is in the center of the screen before the animation takes over and moves it off the screen.

Problem 2. To solve problem 1, on the awake function of this element I turned the visibility off. I embedded in the animation at frame 0 a “Set Active: on”. This seemed to work…but…

Problem 3. After this intro animation completes, the friggin thing restores back to the off state. I’m assuming this is because when animation is complete, it restores the object to its prior state.

It is extremely annoying that such a simple task is becoming a nightmare. This is the most basic of animation needs and the animation system is offering little information on how to fix it.

Does someone out there have some suggestions?

So I think I’ve solved my problem. Not sure why this works.

I removed the Game Object.Is Active = true animation key from my animation. And instead, used a script event to call to a function that set the object active.

It appears that if I animate “Game Object.Is Active”, that when the clip is finished running, mechanim decides it needs to restore the objects state to its former state (which was off). But it only restores those channels that get keyed. So by removing the “is Active” from the keys, it doesn’t restore it to off.

Probably a confusing question/answer. But it works now. So I’m happy.