Basically, when you have an animation and a custom movement script together, how do you make movement physically happen through animation. For example: having your character jump over a wall with animation. Or a better example and issue: The mesh animates, but the collider remains static, thus it doesn’t “move”. I apologize, I don’t actually know how to explain it. For lack of a better term/expression, what better takes care of movement, animation, or movement. Or what blends them together in a smooth fashion. I’m not asking for a tutorial, or a “do it for me, please”, just an explanation on this would be simple concept. Perhaps I’m over-thinking it. I greatly appreciate any help. Thank you for your time.
Since version 4 of Unity, you basically have two options here (instead of just one). You can either move your character directly through code (by setting transform.position etc), or you can use root motion. This means that your animation drives your character’s position, potentially resulting in much higher quality movement. I suggest you read up on this concept here and go through Unity’s official animation tutorials to understand this.
Root motion can controll all of your characters movement (including things like jump animations, where the character isn’t even on the ground) on the X-Z plane. I am a strong advocate of such a 100% approach, but if animation quality is secondary to you, you may find code-based movement (e.g., via ‘steering’) simpler. Either way, the Y position of your character’s root still has to be controlled by code (or physics, or both).
Try downloading and studying this