How to use a Rigidbody on a game object after animation in Unity?
I want to play an animation fully controlling the positioning of the elements, i.e. ignoring physics. And after an animation plays till the end I want physics to resume affecting the element.
Right now to get the expected behavior I have to remove the Animator after an animation. I thought that maybe there is a neater way to do what I want, but I did not find it, so decided to ask here.
UPDATE
I just found a better way to achieve what I want. Instead of removing the Animator component I just disable it:
animator.enabled = false; It feels better. But still I am hoping for a neater solution.

Is KinematicIf enabled, the object will not be driven by the physics engine, and can only be manipulated by its Transform. This is useful for moving platforms or if you want to animate a Rigidbody that has a HingeJoint attached. \$\endgroup\$animator.enabled = falseexists to serve) \$\endgroup\$