@jim3878 There are two main ways to let any physics constraints in your skeleton ignore GameObject movement:
1) In the Inspector of SkeletonAnimation
under the Advanced
Physics Inheritance
section set Movement relative to
to a new parent GameObject which you want to move freely around without causing physics movement.
2) If you just want to "teleport" once and ignore movement for physics for a single frame only, you can reset physics in ony of the following ways:
// just clears this frame's input GameObject Transform movement,
// leaving the other physics constraint state as-is.
skeletonAnimation.ResetLastPositionAndRotation();
or by calling
// resets the physics constraints
skeletonAnimation.Skeleton.UpdateWorldTransform(Skeleton.Physics.Reset);
Note that ResetLastPositionAndRotation
needs to be called before SkeletonAnimation.Update()
is called, otherwise this frame's movement is already forwarded to the skeleton's physics constraints. Also see the documentation on script execution order here.
UpdateWorldTransform(Skeleton.Physics.Reset)
on the other hand needs to be called after SkeletonAnimation.Update()
to reset the constraints after GameObject transform movement was applied.