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Question by ahiyantra · May 12 at 07:30 AM · animationscriptingproblem

I'm playing some animations through a c# script. The other animations reset when one animation plays. How can i stop that from occurring?

It's as i stated in the title of the post. In the c# script, i'm not using any other methods except "GetComponent<Animation>()" & "Play()". Each animation is being played within a completely different function. The animations are of opening & closing doors. When i open a new door, the last open door goes back to its default state of being closed. I want the doors to stay open unless & until i close them. All doors & all animations are added to a single object, which is a car model prepared by my coworker. It has one joint bone for each door. There's no skinned mesh renderer component.

Here's one of the fuctions:

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

 public class handle : MonoBehaviour
 {
     public GameObject Car;
     private Animation anima;
     public bool bootspaceAnim = false;

     void Start()
     {
         anima = Car.GetComponent<Animation>();
     }

     public void bootspaceHandle()
     {
         if (bootspaceAnim == false)
         {
             anima.Play("Bootspace_Anim");
             anima["Bootspace_Anim"].speed = 1.0f;
             anima["Bootspace_Anim"].time = 0;
         
             bootspaceAnim = true;
         }
         else
         {
             anima.Play("Bootspace_Anim");
             anima["Bootspace_Anim"].speed = -1.0f;
             anima["Bootspace_Anim"].time = anima["Bootspace_Anim"].length;
         
             bootspaceAnim = false;
         }
     }
 }
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Answer by ahiyantra · May 17 at 07:26 AM

Separating the scripts/controllers for all animations finally resolved the bugs. It seems that the animations interfere with each-other when they're manipulated using a shared script/controller.

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