Hello. I created Animation for a cube. Its rotating and moving up and down. Then i add to Cube1 and everything is working, but when i duplicate object or add animation to another object for ex. Cube2 it not working because the Cube2 is moving to a position of Cube1 instead of working its his own position where i add it to scene. I think the problem is with that if i am creating in Animation Window animation, the position is from the global not local. I cant delete position from animation because i want object to move up and down. Ho to fix that and create 1 animations to use on more objects ?
Despite of animator showing the position of an object it’s operating upon as “position” what’s really altered corresponds to the Transform.localPosition. Unity is to blame for frustratingly confusing naming, of which this is not the only instance If both cubes share the same parent, they will all be animated with completely synced positions. By design. This is not a bug, but an expected behaviour. What you can do is still reuse the same animations as you do, but place the animated cubes into different containers. Move the containers around as you’re pleased and the animator will be sandboxed inside. A clean separation of concerns. In fact then another animator, or code, or a human can control the container. You can extend this idea to more levels of nesting.