Root transform parent not moving with an animated child that uses root motion.

I have a character using root motion animation to run. This has been working fine with a single gameobject with the animator, the control scripts, collider, and a rigidbody, acting as parent for the bones and mesh.

I’ve recently changed to the Hierarchy structure recommended in the manual entry for “Retargeting of Humanoid animations”, and now things are broken.

The hierarchy now has a parent gameobject with collider, rigidbody, control scripts, etc, below it in the hierarchy a child with the animator on it, with the bones and mesh objects as children- all this as laid out in the Unity Manual entry:

My understanding is that the child with the animator should move the parent, since it is the root transform. Instead the child animates itself, takes off, and leaves the parent behind!

I’ve looked around through animations settings, tried different animations etc but i’m not sure what i’m looking for. I am stumped! Any help would be greatly appreciated. I can post some screenshots if it helps?

I have came through the same problem, but I have found a workaround for that.
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1. Assign an Animator component to the parent with the same animator controller.
2.  If your child gameobject changes at runtime then you will have to assign the avatar of that child's animator component to the avatar of the parent's animator component.
 3. Disable the animator component from the child and play with the parent's animator component now.

I am sure you will be able to move your parent object with the animations.

As your question was posted long ago, you must have found a solution or a better way to solve that problem. (y) If so then please share it with us. :slight_smile: