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Question by ImmanuelUchennaBest · Feb 01, 2019 at 01:58 PM · c#animationtimeaddforceanimator controller

How to use addforce after animation?

I'm making a third person game and the player is allowed to pick up and throw a ball. The throwing animation is a trigger. The problem is that the force is added to the ball before the throwing animation finishes. Here is my script using UnityEngine; using System.Collections;

public class throwx : MonoBehaviour {

     public Rigidbody rb;
     public Transform t_Camera; // Drag&Drop your camera over here from the inspector.
     private Vector3 v3_Force; // Force reference vector.
     public float f_Multiplier; // A multiplier value if the force wouldn't be enough.
     public GameObject carryact;
     public Transform ball;

         // Use this for initialization
         void Start ()
         {

         }

     // Update is called once per frame
     void Update ()
     {
         if (Time.deltaTime == 0f)
          return;

         if(carryact.activeInHierarchy)
         {
             if (Input.GetMouseButtonDown(0))
             {
                 v3_Force = t_Camera.forward;
                 ball.GetComponent<Rigidbody>().AddForce(v3_Force * f_Multiplier, ForceMode.Force);

                 transform.rotation = Quaternion.Euler(0,t_Camera.eulerAngles.y,0);
             }
         }
   }

}

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Best Answer

Answer by bpaynom · Feb 01, 2019 at 02:47 PM

You can use Animation events. Create one at the end of animation, then that event call the method you want to add the force.

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