Unity DOTS Animation and DOTS physics problem

Here is a video of the problem:

In this project I am using the DOTS Animation package to animate the black thing on the bumper.
I also use the DOTS physics engine for doing the physics calculations.
If I animating with the enabled Physics body the black thing moves close to the origin. If I animate with disabled Physics body then the black thing is animated at it’s original position.

The black thing has an AnimationStateData which I am using to track the state of the animation.
The animation happens in two steps.
First I have TriggerAnimationSystem. This system modifies the AnimationStateData to indicate that the mocing animation should be played.
Then I have a AnimationClipPlaySystem which changes the animation to the moving animation if the AnimationStateData indicates thet the moving animation should be playing.
The TriggerAnimationSystem is annotated with [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))][UpdateAfter(typeof(EndFramePhysicsSystem))].
The AnimationClipPlaySystem is annotated with [UpdateBefore(typeof(DefaultAnimationSystemGroup))].

I tried to change the AnimationClipPlaySystem to be annotated with [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))][UpdateAfter(typeof(TriggerAnimationSystem))]. But this did not solved my problem.

If you need any more information please let me know.
Thank you for any ideas in advance.

Hi,

I found a solution: if I change the Physics body to be static it works, the way I wanted :slight_smile: