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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment