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Question by Angelvisot · Feb 27 at 10:22 PM · animationanimator controllerroot motion

NavmeshAgent doesnt update position with the Root animation

I was looking if you can help me with this... I have a nav agent that follows and attacks the player from a distance, and I set an animation on the animator controller, that when it takes a certain amount of damage, it plays a straf/dodge animation, as you can see in the gif, it does the animation correctly, but the position, and everything attached to the game object, doesn't follow the root position.

alt text

I use animations from mixamo

This is the code that i use to use the animations properly:

 {
 Animator anim;
 NavMeshAgent agent;
 AlienGunnerController alienGunnerController;
 Vector2 smoothDeltaPosition = Vector2.zero;
 Vector2 velocity = Vector2.zero;
 bool alreadystrafe;
 bool strafing;
 Vector3 moveDirection;
 
 void Start()
 {      
     anim = GetComponent<Animator>();
     agent = GetComponent<NavMeshAgent>();
     alienGunnerController = GetComponent<AlienGunnerController>();
     anim.applyRootMotion = true;
     // Don’t update position automatically
     agent.updatePosition = false;
     alreadystrafe = false;
 }
 
 void Update()
 {
     Vector3 worldDeltaPosition = agent.nextPosition - transform.position;
 
     // Map 'worldDeltaPosition' to local space
     float dx = Vector3.Dot(transform.right, worldDeltaPosition);
     float dy = Vector3.Dot(transform.forward, worldDeltaPosition);
     Vector2 deltaPosition = new Vector2(dx, dy);
 
     // Low-pass filter the deltaMove
     float smooth = Mathf.Min(1.0f, Time.deltaTime / 0.15f);
     smoothDeltaPosition = Vector2.Lerp(smoothDeltaPosition, deltaPosition, smooth);
 
     // Update velocity if time advances
     if (Time.deltaTime > 1e-5f)
         velocity = smoothDeltaPosition / Time.deltaTime;
 
     bool shouldMove = velocity.magnitude > 2f;
 
     // Update animation parameters
     anim.SetBool("AIwalking", shouldMove);
     anim.SetFloat("Velocity XAl", velocity.x, 0.15f, Time.deltaTime * 2);
     anim.SetFloat("Velocity ZAl", velocity.y, 0.15f, Time.deltaTime * 2);
     AlienStrafing();
 }
 
 void OnAnimatorMove()
 {
     // Update position to agent position
     transform.position = agent.nextPosition;
    
 }
 
 
 private void AlienStrafing()
 {
     if(alienGunnerController.Health <= 110 && alreadystrafe == false)
     {        
         anim.SetTrigger("Strafing");
         alreadystrafe = true;
     }
 }



Heres the configuration of the animation alt text

alien-farm-invasion-level-basic-pc-mac-linux-stand.gif (401.5 kB)
dada.png (59.6 kB)
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