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Question by Hellgeist · Dec 21, 2021 at 08:40 PM · animatorenable and disable script

animator.enabled =/= inspector checkbox

I cannot find this addressed anywhere, but here is the strange scenario:

If I set a character model's blendshapes and then enable the animator via script: animator.enabled = true; the blendshapes all slam to zero and lock.

-=HOWEVER=-

If in the exact same scenario I enable the animator manually instead via the inspector, the blendshapes are preserved and made additive to all animations.

What is different with animator.enabled? I can't see a reason why there should be any difference in behavior vs the checkbox in the inspector. Am I missing something?

Any hints or suggestions on how to get around this would be greatly appreciated.

I'm using 2018.4.27f1

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avatar image metalted · Dec 21, 2021 at 09:24 PM 0
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Is it the same issue as on this forum? https://forum.unity.com/threads/losing-animator-state.307667/ Found the following solution on there:

GetComponent<Animator>().keepAnimatorControllerStateOnDisable = true;

avatar image Hellgeist metalted · Dec 21, 2021 at 09:38 PM 0
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That's a cool function, but it is unfortunately not usable in this scenario, as the game object is never disabled. Only the animator component is being turned on - just with very different results depending on if its by script or manually in the inspector.

avatar image metalted Hellgeist · Dec 21, 2021 at 09:43 PM 0
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Ahh alright, I'm not very familiar with the animator component. Hopefully someone can help you with a solution!

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