Search Issue Tracker
Won't Fix
Votes
0
Found in
4.5.0f1
Issue ID
606620
Regression
No
A character from multiple assetbundles fails to initialize animator
To reproduce:
1. Open attached project
2. Open scene "AvatarAssemblyTest"
3. Enter play mode - wait a bit until a character appears in scene. Note that he is in a T-pose
4. Select the character in hierarchy and in the inspector change any animator value - note that an idle animation starts playing. It should be playing by default (instead of the T-pose)
Explanation:
In this case you have to use DestroyImmediate(child.gameObject) because in the same frame you are parenting characterBody to characterBase and then bind the animator. This create a GO hierarchy that have both rig at the same time until the delay destroy call is process. Unfortunatly the animator try to bind the transform and pick the rig that is about to be deleted.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Add comment