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Question by bernardp · Aug 21, 2017 at 08:57 AM · animatoraianimator controllerstate-machine

Animator not changing states on prefabs

I made a simple AI script that follows the player if the player is near and stops when very close to player. I made a Animator controller for the enemy that switches states. The code for AI is this: (I've added some translations because I use my native language (croatian) for variables)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class AI1 : MonoBehaviour {
 
     public Transform player;
     static Animator anim;
 
     // Use this for initialization
     void Start () 
     {
         anim = GetComponent<Animator>();
         player = FindObjectOfType<igracZdravlje>().transform;
     }
     
         //trenutnoZdravlje = current enemy HP
        //jeNeaktivan = not active
        //jeHoda = is moving
       //jeNapada = is attacking

     void Update () 
     {
         if (gameObject.GetComponent<neprijateljZdravlje>().neprijateljTrenutnoZdravlje >= 0)
         {
             Vector3 direction = player.position - this.transform.position;
             float angle = Vector3.Angle(direction, this.transform.forward);
             if (Vector3.Distance(player.position, this.transform.position) < 5)
             {
 
                 direction.y = 0;
 
                 this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
                                             Quaternion.LookRotation(direction), 0.1f);
 
                 anim.SetBool("jeNeaktivan", false);
                 anim.SetBool("jeHoda", true);
                 if (direction.magnitude > 1)
                 {
                     gameObject.transform.Translate(0, 0, 0.02f);
                     anim.SetBool("jeHoda", true);
                     anim.SetBool("jeNapada", false);
                 }
                 else
                 {
                     anim.SetBool("jeNapada", true);
                     anim.SetBool("jeHoda", false);
                 }
 
             }
             else
             {
                 anim.SetBool("jeNeaktivan", true);
                 anim.SetBool("jeHoda", false);
                 anim.SetBool("jeNapada", false);
             }
         }
     }
 }

The problem is that animations show when only one enemy object is in the game. If I put two same enemy objects, then the animations don't work at all and the object keeps looping the idle animation and the states in Animator controller don't change at all.

Animator controller:

alt text

screenshot-2.png (60.6 kB)
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Best Answer

Answer by bernardp · Aug 21, 2017 at 09:11 AM

UPDATE ON ANSWER: changed static Animator anim to private Animator anim

Didn't even notice it was set as 'static' and I don't even know why I put it like that but it solved my problem!

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