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Question by Azoghal · Apr 27, 2020 at 07:20 PM · animationtransform.position

Varying behaviour of transform.position.localPosition.x in StateMachineBehaviour OnStateUpdate

So I'm getting the basics of a platformer going, and doing the work early for animations and actions. I have two animations, DevRollRight and DevAttack, with two StateMachineBehaviours attached to their animation states - DevRollScript and DevAttackScript. I want to access the transform.localPosition.x of the Holder (which has the animator on it, and sprites etc as children).

I implemented the DevRollScript a while ago - and when I log the animator.transform.localPosition.x during OnStateUpdate, the values I see in the editor are output. Now when I use the same technique on the DevAttackScript, the localPosition.x is supposedly 0 every frame (and world position constant), even though when I look in the editor it changes as it is supposed to. What is happening!?


 public class DevAttackScript : StateMachineBehaviour
 {
     
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         //animator.transform.parent.GetChild(0).gameObject.SetActive(false);
         animator.transform.parent.GetComponent<PlayerController>().setAttacking(true);
     }
 
     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         Debug.Log(animator.transform.name + "attacky");
         Debug.Log(animator.transform.localPosition.x);
     }
 
    
     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
          //do final stuff
     }
 }



 public class DevRollScript : StateMachineBehaviour
 {
     
    
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         animator.transform.parent.GetChild(0).gameObject.SetActive(false);
         animator.transform.parent.GetComponent<PlayerController>().setRolling(true);
     }
 
     
     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         Debug.Log(animator.transform.name + "rolly");
         Debug.Log(animator.transform.localPosition.x);
     }
 
    
     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         //final stuff
     }
 
 }



alt text

alt text

Both animations are done in the same way, with unity's keyframes - both of them change the transform.position of Holder. Im at a lost after hours off trying to understand the issue here

holderattacky.png (16.3 kB)
holderrolly.png (22.7 kB)
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