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This question was closed Nov 22, 2013 at 03:42 PM by primus88 for the following reason:

The question is answered, right answer was accepted

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Question by primus88 · Aug 23, 2013 at 07:46 PM · animationchildrenparenting

Why I have a 'lag' between parent and child ?

Hello everyone,

I am using the FantasyAI 2.0 system. Until now it worked ok, but today I had to implement my new models in the game, replacing the placeholder models.

I have the orc1Test parent with different children. The thing is that when I run the game, the orc1 child (which is the animated object) runs in front of the parent and the rest of the childrens (as you can see in the pic).

Have you guys encountered this ? Any ideas ?

Thank you

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avatar image meat5000 ♦ · Aug 23, 2013 at 07:51 PM 0
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If both objects are moving then the child object is going at the speed of: child object + parent object as children follow the parent transform. Does this help? If not check the inspector for the child and zero his transform to bring him back to the parent

avatar image ExplodingCookie · Aug 23, 2013 at 08:00 PM 0
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If the issue persists, you can use scripting to force him to stay in place with this code.

 function Update () {
     transform.localPosition = Vector3.zero;
 }
avatar image meat5000 ♦ · Aug 23, 2013 at 08:11 PM 1
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That could be an 'in-place' animation issue. It is a legacy animation so you need to write a legacy script ins$$anonymous$$d of using modern Unity method.

avatar image ExplodingCookie · Aug 23, 2013 at 08:14 PM 1
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Oops, my bad, with the legacy animations, you need to use LateUpdate to override the animation positioning. Also, check the animation to see if the animation has your orc moving forward.

avatar image meat5000 ♦ · Aug 23, 2013 at 08:59 PM 1
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Try it in Generic, as you did the $$anonymous$$ecanim stuff, Bake them then apply motion through script as root-motion wont work

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