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Question by Bofu189AD · Mar 17, 2016 at 10:31 PM · 2d animation

How do NOT animated an object when created?

I have some leaves on a tree that are animated when they fall but I don't want them be animated when they're just sitting there in the tree. I've had this issue with so many game object. I tried unchecking "always animate" but it still starts out animated. Do I have to make an animation state with 2 sprites that are the same as the default sprite? That seems a little inefficient.

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avatar image Ali-hatem · Mar 18, 2016 at 10:59 AM 0
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you have to call animation state only when they fall so what's going on in your code ?

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Answer by Bofu189AD · Mar 20, 2016 at 09:27 PM

public class LeafFall : MonoBehaviour {

 bool falling = false;
 float fallSpeed = .5f;
 float LR_Alternate_Speed = 5f;
 Animator FallAnim;
 bool LR_fall;


 //Starts the fall at Invoked time
 void time_to_fall()
 {
     falling = true;
 }
 //I have a catcher under the tree for the leaves to land on.
 void OnCollisionEnter2D()
 {
     falling = false;
     FallAnim.SetBool("Fall", false);
 }

 //Decides whether the leaf will drifet left or right(alternates back n forth as it falls) 
 void fall_LR_Displacement()
 {
     if (LR_fall)
     {
         LR_fall = false;
     }
     else
     {
         LR_fall = true;
     }
 }

 //Invokes when the leaf will fall and sets the left/right drfit.
 void Start () {
     Invoke("time_to_fall", Random.Range(1f,333f));
     FallAnim = GetComponent<Animator>();
     InvokeRepeating("fall_LR_Displacement", 1, 1);
 }
 
 
 void Update () {
     if (falling)
     {
         transform.Translate(-Vector3.up * Time.deltaTime * fallSpeed);
         //this for the animation. It starts out in an animation state which is just the same 
         // two spites to make it look like it's not animated. This is all I have in my code concerning animations.
         FallAnim.SetBool("Fall", true);
         if (LR_fall)
         {
             transform.Translate(Vector3.right * Time.deltaTime);
         }
         else
         {
             transform.Translate(-Vector3.right * Time.deltaTime);
         }
      
         
     }
 }

}

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