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Question by janjoeljanjoel · Aug 22, 2020 at 02:24 PM · scripting problem

animation does not work when one clone got destroy unity

hi I have encountered a problem animation does not work when clone got destroy unity the slime basic task is to block my way.

here is the script;

using UnityEngine;

[RequireComponent(typeof(Animator))] public class slimeanimator : MonoBehaviour {

 public static Animator animator;

 protected Leftbutton LeftButton; //looking for script left buttton
 protected Rigthbutton RigthButton;
 public GameObject playerObj;
 public GameObject EnemyObj;
 public float EnemyDistance;
 public float offset;
 // Start is called before the first frame update
 void Start()
 {
     offset = 9;
   
     LeftButton = FindObjectOfType<Leftbutton>();
     RigthButton = FindObjectOfType<Rigthbutton>();
     playerObj = GameObject.FindGameObjectWithTag("Player");
     EnemyObj = GameObject.FindGameObjectWithTag("Enemy");
 }

 void Awake()
 {
     animator = GetComponent<Animator>();
 }


 void Left()
 {
     animator.SetTrigger("WalkLeft");
 }
 void Right()
 {
     animator.SetTrigger("WalkRight") ;
 }

 // Update is called once per frame
 void attack()
 {

     animator.SetTrigger("Attack02");

 }
 public void Update()
 {
     
     EnemyDistance = Vector3.Distance(playerObj.transform.position, EnemyObj.transform.position);

     if (EnemyDistance < offset)
     {
         animator.SetTrigger("Attack02");
         Debug.Log("Attk");

     }
     else
     {
         animator.SetTrigger("IdleNormal");
     }
    
 }
  void LateUpdate()
     {
         if (LeftButton.Pressed)
         {
             Left();
         Debug.Log("left");
         }

         else if (RigthButton.Pressed)
         {
             Right();
         Debug.Log("rigth");
         }
         else
     {
         animator.SetTrigger("IdleNormal");
     }


     }

}

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Best Answer

Answer by janjoeljanjoel · Aug 23, 2020 at 09:43 AM

I already solve this by changing the animator to non static

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