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Question by spacegamer179 · Feb 08 at 09:46 AM · animationanimatorcamera movementanimation controller

Animation that includes camera keyframes make the camera unusable in game

It s a gun reload animation and it s stopping all the other animations and make the fps camera unusable. I am using 2 animators, one for idle,shoot and one for reload that I put in the camera, and the camera is the parent of the gun.

If I use an override then the reload animation dosen t work.

This is the script for the gun.

If I need to give more information I will give more.

 using UnityEngine;
 using TMPro;
  
 public class shoot : MonoBehaviour
 {
     //Gun stats
     public int damage;
     public float timeBetweenShooting, spread, range, reloadTime, timeBetweenShots;
     public int magazineSize, bulletsPerTap;
     public bool allowButtonHold;
     int bulletsLeft, bulletsShot;
  
     //bools
     bool shooting, readyToShoot, reloading;
  
     //Reference
     public Camera fpsCam;
     public Transform attackPoint;
     public RaycastHit rayHit;
     public LayerMask whatIsEnemy;
  
  
     //Graphics
     public GameObject muzzleFlash, bulletHoleGraphic;
     public CameraShake camShake;
     public float camShakeMagnitude, camShakeDuration;
     public TextMeshProUGUI text;
  
    
  
  
     public Animator anim;
     public Animator anim2;
  
  
     public AudioClip Shoott;
     public AudioClip reload;
  
     public AudioSource aud;
  
     public GameObject gun;
  
     private void Awake()
     {
         bulletsLeft = magazineSize;
         readyToShoot = true;
        
     }
     private void LateUpdate()
     {
         MyInput();
  
         //SetText
         text.SetText(bulletsLeft + " / " + magazineSize);
  
      
     }
     private void MyInput()
     {
         if (allowButtonHold) shooting = Input.GetKey(KeyCode.Mouse0);
         else shooting = Input.GetKeyDown(KeyCode.Mouse0);
  
         if (Input.GetKeyDown(KeyCode.R) && bulletsLeft < magazineSize && !reloading) Reload();
  
         //Shoot
         if (readyToShoot && shooting && !reloading && bulletsLeft > 0)
         {
             bulletsShot = bulletsPerTap;
             Shoot();
             anim.SetBool("shoot", true);
             Invoke("Test", 0.7f);
             aud.PlayOneShot(Shoott);
         }
        
     }
     private void Shoot()
     {
         readyToShoot = false;
  
         //Spread
         float x = Random.Range(-spread, spread);
         float y = Random.Range(-spread, spread);
  
         //Calculate Direction with Spread
         Vector3 direction = gun.transform.right * -1 + new Vector3(x, y, 0);
  
         //RayCast
         if (Physics.Raycast(gun.transform.position, direction, out rayHit, range, whatIsEnemy))
         {
             Debug.Log(rayHit.collider.name);
            
  
         }
  
         //ShakeCamera
         StartCoroutine( camShake.Shake(camShakeDuration, camShakeMagnitude));
  
         //Graphics
         Instantiate(bulletHoleGraphic, rayHit.point + new Vector3(0, 0, -0.5f), Quaternion.Euler(0, 0, 0));
         Instantiate(muzzleFlash, attackPoint.position, attackPoint.rotation);
  
        
  
         bulletsLeft--;
         bulletsShot--;
  
         Invoke("ResetShot", timeBetweenShooting);
  
         if (bulletsShot > 0 && bulletsLeft > 0)
             Invoke("Shoot", timeBetweenShots);
     }
     private void ResetShot()
     {
         readyToShoot = true;
     }
     private void Reload()
     {
        
         anim2.SetBool("Reload", true);
         aud.PlayOneShot(reload);
         reloading = true;
         Invoke("ReloadFinished", reloadTime);
         Invoke("Test2", 6);
     }
     private void ReloadFinished()
     {
         bulletsLeft = magazineSize;
         reloading = false;
     }
  
     void Test()
     {
         anim.SetBool("shoot", false);
     }
     void Test2()
     {
         anim2.SetBool("Reload", false);
      
     }
 }
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