A common solution when two animators fighting for control is to put the character under and empty game object. Then move the character by animating the empty object, and character animations get applied to the child. Avoids these “last one wins” fights.
Thanks for the idea. However still unable to make rotation offsets if the child had a position offset. I still believe this is flawed.
Also disabling the animator is instant so blending is quite not working. Well its all very hacky where it looks like a real common thing, I mean so many usecase would like to do this.
I did add a parent however it still is bugged. Whenever I move the parent object the animated character slides back to the scene position. It’s infuriating.
I checked my StateMachinesBehaviour, only one have a OnStateMove implemented, but it returns directly and does nothing so it should not interfere.
I did a transition to a state without a SMB, the offset now works directly on the unit animator, but only with transform offset (does not offset when scene offset is set)
Also there is a huge delay for the application of the offset even though the unit is already in the correct state. Does not make much sens …
The previous track offset mechanism was interesting to get some of our situation working (spawning a playable director on a certain position and rotation).
However the original issue still is present and I finally took the time to create a repro that shows the main issue with current timeline IMO when going back/forth mechanim gameplay.
I opened a bug report (IN-111710) for timeline, basically animation offset dont work on the first clip used.