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This question was closed Apr 21, 2018 at 05:34 PM by Fibonacci_0_1_1 for the following reason:

SOLVED, Optimize Game Objects was turned on and once i turned it off it began to rotate.

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Question by Fibonacci_0_1_1 · Apr 20, 2018 at 04:59 PM · rotationtransformeuleranglesbonesbone

Bone Not Rotating?

I've made a script which references the bone of my model and it is successfully finding the bone transform. The problem is that i cant seem to rotate the bone through the script nor can i rotate it within the editor, i can move it through the editor but it has no affect on the player model (ie. the model doesn't bend or stretch), the only place where the bones seem to actually affect the model is during animations and within the configure option on the player_model Rig Tab. i do have animations playing at all times (idle,run,run back etc.). Why is my bone not rotating?

 private float y = 0.0f;
 
 void LateUpdate () 
     {
         
         pitch -= speedV * Input.GetAxis("Mouse Y");
         
         Vector3 newRotation = new Vector3(y,0.0f,0.0f);
         //Debug.Log(newRotation );
         
         head.transform.eulerAngles = newRotation;
         //Debug.Log(head.transform.eulerAngles);
     }




SOLVED Optimize Game Objects was turned on, if i turn that off, my bones have effect on the player model, if its on, bones have no effect on the player model.

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Answer by poisoned_banana · Apr 20, 2018 at 05:18 PM

To override an animation you should be using LateUpdate instead

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avatar image Fibonacci_0_1_1 · Apr 21, 2018 at 04:52 PM 0
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I tried this but its did not work, I updated the code above.

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