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Question by CezaryDevelopment · Jan 22, 2016 at 06:32 PM · animationandroidanimatordissapear

Android: object dissapears when animator starts playing animation

I have a pretty big problem. I tried a lot of things. Recreated the animation, animator controller and even added a script to enable the animator a second after start but still nothing. My object is supposed to change position and rotation s couple of times. In the editor the animation works perfectly. However when I build the game for the phone the animation doesnt play. The object stays for one second and when the animator is enabled the object dissappears. Please help.

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Answer by JennyHide · Jan 23, 2016 at 01:30 AM

Assuming you're using Mecanim to animate, it looks like this is a known bug (logged here https://issuetracker.unity3d.com/issues/android-animation-sets-transform-to-nan-when-it-includes-a-rotation-component ).

It's the rotation that is causing the problem - you can work around it by changing the interpolation of the rotation to either "Euler Angles (Quaternion Approximation)" or "Quaternion" (see image).

alt text


androidrotation.png (249.8 kB)
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avatar image hawkwood · Feb 04, 2016 at 11:19 PM 0
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Is there any way to change this on all animations, or to change the default?

avatar image JennyHide hawkwood · Feb 07, 2016 at 02:37 PM 0
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I don't think so. This issue tracker says it's fixed in Unity 5.3.3 though, so if you have a project with lots of animations, it might be worth waiting for that.

avatar image ankit_senjaliya · Feb 14, 2017 at 07:46 AM 0
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Thanks it works. @EdgeOfCode

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Answer by Amon · Jan 23, 2016 at 12:50 AM

Need some Code to see otherwise we are all of us blind in helping you find a solution.

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avatar image CezaryDevelopment · Jan 23, 2016 at 03:05 PM 0
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 #pragma strict
 
 public var Bullet1 : GameObject;
 public var Bullet2 : GameObject;
 
 function Launch_Anim()
 {
     gameObject.GetComponent.<Text>().text = "Bullet Dodger";
 
     Bullet1.GetComponent.<Animator>().enabled = true;
     Bullet2.GetComponent.<Animator>().enabled = true;
 }
 
 function Start()
 {
     Bullet1.GetComponent.<Animator>().enabled = false;
     Bullet2.GetComponent.<Animator>().enabled = false;
 
     Invoke("Launch_Anim", 1);
 }


Even without the script the animation doesn't play.

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