void OnThrowLaunch() { //wheel is on its own now, is no longer child of hand Throwable _projectile = armWheel.GetComponent <Throwable>(); _projectile.parent = armWheel.transform.parent; armWheel.transform.parent = null; _projectile.target = playerMovement; Debug.Log(playerMovement.transform.position); armWheel.SetActive(true); _projectile.BeginFlight(); //start an enumerator to force leaving the animation state - hopefully fixes the shoulder glitch StartCoroutine(ExitThrowAnimation()); }