I know this may sound strange but im getting this problem again again im not able to figure out what is the cause of it.
I have down loaded the a available Unity 3D Example (Character Animation) added changed its keyboard functionality to iPhone’s accelerometer, so that the character moves with the help of the same.
NOTE: Im using the “soldier blend advanced” scene is “walkrunidleblend”.
ok now the problem is the scene runs fine when i built it for the first time, But when i create a package of the entire “Project” depackage it on another machine the character’s animations do not play! the character moves in the available space but with no animation.
Have you inspected the package to be sure all relevant assets are there? You say that you switched controls over to use the iPhone’s accelerometer, are you opening the package inside of regular Unity such that you’re missing important input code causing breakage?
Nothing jumps out as a clear reason so I can only ask questions…
ya i checked it again n there is nothing that is left out also im creating the package in normal unity3d opening/importing the package in unity iphone so has it got to do anything with that ?
No, the imput manager settings are where you first changed the keyboard functionality to Iphone’s accelerometer. The changes there are not exported with a package.
no they are getting exported fine as that i have changed through script, but only the animations of the character doesn’t work that is it has all the fbx files stored but the character after clicking on the “Play” button the character moves in the “T” shape/position only.