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Question by suark · Nov 23, 2015 at 12:41 PM · coroutinemecanimroot motion

Mecanim root motion disabled when coroutine kicks in

Hello there,

I'm moving my character with mecanim animation, however when i call a coroutine the animation works ( i can see the transition passes in animator ) but my character stands still.

for example;

 void moveWithKeyboard()
  {
   if (Input.GetKey(KeyCode.W))
  {
  ethanAnimatior.SetFloat("forwardSpeed", 2f);
                  //ethan starts to walk here }
  if (Input.GetKeyUp(KeyCode.W))
  {ethanAnimatior.SetFloat("forwardSpeed", 0f);
   //ethan passes to idle state
   }   }
     if(hittedObject.collider.tag.Equals("door"))
     {              
    if (Input.GetKeyDown(KeyCode.F))
     {    
  GameObject subParent = hittedObject.collider.gameObject.transform.parent.gameObject;
 GameObject parent = subParent.transform.parent.gameObject;
 doorScript doorControlScript = parent.GetComponentInChildren<doorScript>();
 doorControlScript.DoorAction(); }
        }


Here is the doorcontrol script;

 void Update () {
         if(isStarted)
         {//open the door
             startTime = startTime + 0.1f;
             doorTransform.position = Vector3.Lerp(startPosition, endPosition, startTime / 1f);
             if(startTime>1f)
             {
                 isStarted = false;
                 //break
             }
         }
 }
     public void DoorAction()
     {
         StartCoroutine(OpenDoor());
  }
   private IEnumerator OpenDoor()
     {
         isStarted = true;
         yield return new WaitForSeconds(4f);
     }


When OpenDoor() kicks in, my animation still goes in but i cannot move my character. It's like Root Motion gets disabled.

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Answer by suark · Nov 27, 2015 at 09:58 AM

I have found the solution. Both parent object and children object had rigidbodies, when i removed the rigidbody from children, problem solved.

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