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How can I animate a property from a script and from an animator?
I have a scene in which objects' properties are controlled by scripts. In certain instances I want to play animations on these same objects to create more complex motion. The issue is that if I have an animator attached to one of these objects, and I create an animation that animates one of the properties that is normally controlled by the script, then even when the animation is not running, the script is unable to change the values of the properties that the animation is referencing. I have tried putting these animations on a separate layer, and setting it's weight to 0, but it makes no difference. Has anyone else seen this, and is there a work-around?
An update on this. I submitted a bug to Unity explaining this problem with a simple test case of a cube with a script and an animator attached, and got back a reply of "This is not a bug."
In the words of the unity support person:
This is not a bug. Any change you make to position will be overwritten every frame when the Animator component executes, even when state is not playing.
They then suggested a workaround creating a parent object to animate with the script, which will not work because animating a parent transform will make both animations happen even when the animator is supposed to be overwriting the animation of the object, and also it's not useful for complex objects with internal hierarchies such as game characters. (which is where I am trying to use it,) the reproducible test case was just a simple cube.
Even if the workaround suggested would work how is it not a bug to have the animator spending cycles overwriting non-changing values every single frame even when no animations are running? No wonder the performance is so bad on mechanim.
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