Here is what I'm trying to do specifically:
- Enable/disable animation property of a character with "animation" component to initiate a ragdoll. The animation disables, and after the ragdoll conditions end, the animation component re-activates.
This works fine under normal conditions using the "Set Property" actions, but I'm attempting to allow this action to take place on potentially different characters spawned from prefabs, so I'd like to be able to activate/deactivate the animation component of a gameobject variable.
(I believe the existing Enable Animation action is for actual animations, not the animation component of a gameobject)