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Question by Vanity_Myxe · Aug 29, 2016 at 10:26 AM · c#animationerrorcoordinates

Door control coordinates being a jerk

So, I was making a FNAF game with help from YT tutorials. I got a script down, but it is spawning the door animation in the wrong coordinates. Here's the code that I use.

 using UnityEngine;
 using System.Collections;
 
 public class Door: MonoBehaviour
 {
 
     public float doorHeight = 2.12f;
     public float doorSpeed = 1.0f;
     
     protected bool doorInUse = false;
     protected bool doorOpen = false;
 
     IEnumerator openDoor()
     {
 
         for (float amount = 0.0f; amount < doorHeight; amount += doorSpeed * Time.deltaTime)
         {
             Debug.Log("Opening Door: " + amount.ToString());
             transform.position = new Vector3(transform.position.x, amount, transform.position.z);
             yield return null;
         }
         doorInUse = false;
         doorOpen = true;
     }
 
     IEnumerator closeDoor()
     {
         for (float amount = doorHeight; amount > 0.0f; amount -= doorSpeed * Time.deltaTime)
         {
             Debug.Log("Closing Door" + amount.ToString());
             transform.position = new Vector3(transform.position.x, amount, transform.position.z);
 
             yield return null;
         }
         doorInUse = false;
         doorOpen = false;
     }
 
     public void activateDoor()
     {
 
         {
             if (!doorInUse)
             {
                 doorInUse = true;
                 if (doorOpen)
                     StartCoroutine("closeDoor");
                 else
                     StartCoroutine("openDoor");
             }
         }
     }
 };

When I press a button, it starts closing (the first problem) and is spawning in negative coordinates, though the code uses positive coordinates. Help pls?

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