I have a turret enemy that have a animator that always play a idle animation on it. The idle animation is just some of the top parts of it moving a little. I also have a turret script that is using the turrets ‘turret_rotation joint’ to turn the top of the turret around so it can look at the player. It works well with the turret turning around and tracking the player. I can select the joint in the editor and if i rotate it myself the turret will rotate from the new angle. So the animation to not clash with my turret script.
If i then disable the turret in the editor and then enable it again things break down. The turret keeps playing it’s animation but it no longer rotate. If i select the joint in the editor and try to rotate it no longer works. The turret will remain stuck in the rotation direction it was at when i disabled the turret. If i turn off the animator component the turret will start to rotate again but will not animate anymore. Turning the animator back on will snap it’s rotation back to the pre-disable rotation and it will resume animation.
Anyone has had problems like this when deactivate/activate of object seems to mess up the Animator. Seems to be a bug with it’s mask or something as it starts to animate one of the joints it should not touch. With an old value also :(.