GameObject disappears on Animation transition
I'm very new to Unity and coding in general. I got stuck with my player disappearing after it enters the scene and animation transitions from Walk state to Idle. I couldn't find a solution that would work.
I've tried to change the rotation Interpolation in the Animation to Euler Angles (Quanternion) and Quanternion - it doesn't seem to work.
The parameter that sets off animation transition is "isMoving" - when true transition to Walk state, when false transition to Idle state.
Here below is the player controller code.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PrincessController : MonoBehaviour {
 
     public float moveSpeed;
     private Vector3 movePosition;
     private Vector3 moveRotation;
     private bool pathChosen;
     private bool arriving;
     private Vector3 bottomLeft = new Vector3 (0, 0, 0);
     private Vector3 bottomRight = new Vector3 (Screen.width, 0, 0);
     private Vector3 arrivalPosition = new Vector3 (Screen.width*0.5f, Screen.height*0.75f, 0); 
 
     Animator myAnimation;
 
     // Use this for initialization
     void Start () {
         myAnimation = GetComponent<Animator>();
         arriving = true;
         pathChosen = false;
         myAnimation.SetBool("isMoving", true);
     }
 
     // Update is called once per frame
     void Update () {
         //character arrives from behind the screen
         if (arriving == true && movePosition != transform.position) {
             movePosition = Camera.main.ScreenToWorldPoint (arrivalPosition);
             transform.position = Vector3.MoveTowards(transform.position, movePosition, moveSpeed * Time.deltaTime);
         }
 
         //if character arrived at the initial spot
         if (movePosition == transform.position && pathChosen == false) {
             arriving = false;
             myAnimation.SetBool ("isMoving", false);
         }
 
         //if player clicked on a path button
         if (pathChosen == true) {
             var angle = Mathf.Atan2 (moveRotation.y - transform.position.y, moveRotation.x - transform.position.x) * Mathf.Rad2Deg;
 
             transform.rotation = Quaternion.Euler (0, 0, angle + 90);
 
             transform.position = Vector3.MoveTowards(transform.position, movePosition, moveSpeed * Time.deltaTime);
         }
     }
 
     //buttonChoice defines what button was clicked: false means left button, true means right button
     public void MoveToButton (bool buttonChoice) {
         myAnimation.SetBool("isMoving", true);
         pathChosen = true;
 
         if (buttonChoice == false) {
             movePosition = Camera.main.ScreenToWorldPoint (bottomLeft);
             moveRotation = Camera.main.ScreenToWorldPoint (bottomLeft);
         } else if (buttonChoice == true) {
             movePosition = Camera.main.ScreenToWorldPoint (bottomRight);
             moveRotation = Camera.main.ScreenToWorldPoint (bottomRight);
         }
 
     }
 }
 
               Scene VS Game View after disappearance:

I have also received the following warnings while I was attempting to solve the issue. If I'm not mistaken the last two appeared when I removed the line "myAnimation.SetBool ("isMoving", false);". 
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