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Question by Selzier · Mar 26, 2015 at 05:59 PM · rotationgameobjectanimatorpositionrotate

Cannot rotate GameObject from C# Animator attached

I have tried almost every api call that lets you rotate a gameobject, and this thing will NOT rotate via code, using C#.

  • It has an animator attached that animates rotation, but the rotation animation is not playing when I try to rotate from code (only a position animation is playing).

  • The gameobject & parents are not static.

  • Have tried rotation gameobject and parent, neither one will rotate.

  • Have tried euler angles rotations, quaternion rotations, transform.lookat, no errors but the thing will never rotate from it's original position while playing the position animation (up-down motion animating Y value of position.

I even recorded a youtube video to help explain the problem: [http://youtu.be/qfv0IP0LQU4][1] [1]: http://youtu.be/qfv0IP0LQU4

Why can't I rotate this gameobject from code? Any help much appreciated!!

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avatar image JigneshKoradiya · Mar 26, 2015 at 06:30 PM 0
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that object "arrow is rotating in video than what is problem where you want rotation? i can not get your point plz write comment here to get help from me

avatar image Selzier · Mar 26, 2015 at 06:32 PM 0
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I think the animator on the arrow was interfering, so putting rotation code into LateUpdate makes the arrow actually rotate now.

avatar image Selzier · Mar 26, 2015 at 06:33 PM 0
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Need some help still though, see I'm not doing anything on each frame only calling "transform.lookAt" one time, so update or LateUpdate not the best because I have to check if I should run that line of code every frame. For example (this works finally though!):

void LateUpdate(){ if (shouldLookAtPlayer == true) { transform.LookAt(transform.position); } }

So now I have to set a bool, and then every frame it has to check if that's true or false, then run my line of code. Is there a way to run function "late" without LateUpdate?

For example, something like:

void $$anonymous$$yFunctionThatRunsLate(){ transform.LookAt(transform.position); }

And then I can just call that without running a bool check every frame?

avatar image Pharaoh_ · Mar 26, 2015 at 07:02 PM 0
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What about a WaitForSeconds()?

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Answer by Selzier · Mar 26, 2015 at 07:37 PM

"If its the animator interfering, putting rotation code into LateUpdate should fix your problem."

http://forum.unity3d.com/threads/cannot-rotate-gameobject-from-c-with-animator-attached.313765/#post-2038896

Thanks to James at the Unity Forums. I still have a question though, see I'm not doing anything on each frame only calling "transform.lookAt" one time, so update or LateUpdate not the best because I have to check if I should run that line of code every frame. For example (this works finally though!):

void LateUpdate(){ if (shouldLookAtPlayer == true) { transform.LookAt(transform.position); } }

So now I have to set a bool, and then every frame it has to check if that's true or false, then run my line of code. Is there a way to run function "late" without LateUpdate?

For example, something like:

void MyFunctionThatRunsLate(){ transform.LookAt(transform.position); }

And then I can just call that without running a bool check every frame?

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