Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Adam-Romney · Dec 13, 2013 at 08:49 PM · animatormecanimnavmeshagentanimator controllernavigation

Animator component prevents NavMeshAgent from disabling/enabling dynamically

Has anyone ever had a problem where they could not change the enabled status of a NavMeshAgent while an Animator component was enabled?

I have enemy characters that have an Animator component, a NavMeshAgent component and a custom script that handles the interaction between the two. I am unable to dynamically disable the agent via a call to agent.enabled = false in the custom script. I do not think the script is the problem because the problem persists even if the script is disabled (or removed altogether).

If I disable (or remove) the custom script from the Enemy game object and run the scene, I am not able to disable the the NavMeshAgent component while the Animator component is enabled via the Inspector. If I disable the Animator component (again, via the Inspector and with the custom script disabled), then I am actually able to enable/disable the NavMeshAgent at will. Stranger still, if the NavMeshAgent component is disabled at start of the app (with the Animator component enabled), then I cannot enable the NavMeshAgent component without first disabling the Animator.

So while the Animator is enabled, I cannot switch the enabled status of the the NavMeshAgent. This is why I suspect it is the Animator component (or more likely an animation clip in the AnimatorController).

My best guess is that there is an animation event or animation curve that is causing this, but if this is true, then I have not found the cause. I have a mixture of Mixamo .anim clips and clips from .fbx files in my Animator Controller state machine. I have checked every clip used for an event or curve, but have turned up nothing. It does not matter what state in the Animator state machine is active. Does anyone have any suggestions as to why this is happening?

I do not want to disable the Enemy gameObject completely, I just want to have control over the enabled status of the NavMeshAgent.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animation driven NavMeshAgent with Speed, AngularSpeed and Direction as parameters. 1 Answer

How do I check, and change, the current frame/time of a sprite animation in Unity 4.3? 0 Answers

How do I construct my animation state machine this way? 0 Answers

Problem with Animator.Play() 0 Answers

How to get length of animation in Mecanim? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges