I’m flying a space ship using a chase camera. When I use the left/right arrows, my script causes the ship to tilt based on its velocity like this:
objectToTilt.transform.rotation = Quaternion.Euler(0, 0, body.velocity.x
* -tilt);
This was working PERFECTLY until I introduced a state to an animator on the same object which also controls rotation (360 degree roll). The code above now seems to have no effect, even when the animation state machine is in an idle state which has no clip associated. I feel like the animator is sort of ‘holding’ my object’s rotation where it wants. How do I tell the animator to ‘let go’ when I want to have script control of my object’s rotation?