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Question by OmerPasa3328 · Aug 06, 2021 at 10:55 PM · animationmovementparent-child

When animator activated child object flies or stops?

I animated child of the parent but it works in test project perfectly. Though in main project ,it just flies or stops even though it doesn't have any animations activated.

NOTE:I don't need idle animation so I emptied a animation and put it , otherwise it will play unnecessary animations.

though when it flies it shouldn't ? I restricted movement in rigidbody so it shouldn't fly but it is. :(

MY MOVEMENT CODE:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class crowbarmove : MonoBehaviour
 {
   void Start()
 {
   transform.position = new Vector3(0.5f,4.186f,3.114f);   // İnitializing place of the player
   GetComponent<Rigidbody>().velocity = new Vector3(-5,0,0);    //starting movement
   // parent and child had to have rigidbody to work!!
 }
 
 void Update()
 {
   //this if makes sure , crowbar in certain positions
   if (transform.position.z <= 0.08 || transform.position.z >=4.66)
   {
     // Create values between this range (minY to maxY) and store in yPos
     float zPos = Mathf.Clamp(transform.position.z, 0.113f,3.161f);    

      // Assigns these values to the Transform.position component of the Player
     transform.position = new Vector3(transform.position.x, transform.position.y, zPos);
      }
     transform.position = new Vector3(Mathf.Clamp(transform.position.x, 0.5f, 0.5f), transform.position.y, transform.position.z);
   // this is an infinite runner so it gotta move right and left 2 if codes does these jobs.
   if (Input.GetKeyDown(KeyCode.A))
   {
     Vector3 position = transform.position;
     position.z += 1.5f;
     transform.position = position;
   }
   if (Input.GetKeyDown(KeyCode.D))
   {
     Vector3 position = transform.position;
     position.z -= 1.5f;
     transform.position = position;
   }
 }
 }

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