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Question by janlucvd · Mar 02, 2014 at 03:12 PM · 2dphysicsanimatoranimate

2D: Animate physics doesn't work with Animator?

I am using Unity 2D. I have my enemy object with a script to have him follow the player (and flip to face him). I created a Hurt animation for when they enemy is punched. When I enable the animator, the punch animation triggers as it should. However, the enemy no longer follows the player! I have animate physics checked. When I disable the Animator the enemy follows the player as it should. Do I have to choose one or the other?

Here is my follow code:

     void FixedUpdate () {
         
         if (Vector3.Distance (target.position, myTransform.position) > maxDistance) {
             if (target.position.x < myTransform.position.x) {
                 myTransform.position -= myTransform.right * moveSpeed * Time.deltaTime;
                 if (facingRight)
                     Flip ();
             }
             
             else if (target.position.x > myTransform.position.x) {
                 myTransform.position += myTransform.right * moveSpeed * Time.deltaTime;
                 if (!facingRight)
                     Flip ();
                 }
             
         }
     
         anim.SetBool ("EnemyHurt", EnemyHurt);
 
     }
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