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Question by Donvermo · Jun 15, 2020 at 12:28 PM · 2d-platformerrigidbody2danimator controller2d sprites2d animation

Issue with Animating MultiPart 2D Character with RigidBodies

Some background to the question:

I am attempting to animate and control a large multi sprite 2D Boss character for a platforming game.

Up until this point I had been assigning individual animators for each of the limbs and using RigidBody2D to control the movement of each one respectively.

This worked fine except for one thing: synchronizing each animation state with the other controllers was a huge pain in the ass and error prone.


Hence my next step was creating one single Animation Controller using multiple layers to manage the animations together. This worked great, on the animation side of things. Catch was that now it had become completely impossible to alter the Transform of the the individual limbs (any child component below the animator)


  - Boss Character (main scripts and animator)
    -- BossHead (collider)
        -- SpriteHolder
    -- BossTorso (collider)
        -- SpriteHolder
    -- BossLeftHand (collider)
        -- SpriteHolder
    -- BossRightHand (collider)
        -- SpriteHolder



  • I have tried using transform.Translate instead of a RigidBody2D (same result)

  • I have tried checking apply root motion in the animator (same result)

  • I have doubly checked that no transform values were being modified during the animation (same result)

Unity version 2018.2.11

This use case does not seem to be all that unusual so there must be a correct workflow for this. Question is, what is the Unity correct way to achieve this?

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avatar image Donvermo · Jun 15, 2020 at 04:22 PM 0
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If any other details about the setup are needed to clarify the situation I'd be happy to upload it.

avatar image Donvermo · Jun 16, 2020 at 07:36 AM 0
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bump 10 characters.

avatar image Donvermo · Jun 16, 2020 at 12:30 PM 0
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bump 10 characters

avatar image Donvermo · Jun 17, 2020 at 09:58 AM 0
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bump 10 characters

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