Search Issue Tracker
Fixed
Fixed in 2022.3.63f1, 6000.0.51f1, 6000.1.5f1, 6000.2.0b4, 6000.3.0a1
Votes
0
Found in
2022.3.60f1
6000.0.42f1
6000.1.0b10
6000.2.0a6
Issue ID
UUM-99493
Regression
No
When evaluating an interrupted transition, the Animator writes the last evaluated values for all values instead of correctly defaulting to the state's current configuration
How to reproduce:
1. Open the “Animator-CrossFade-Bug.zip“ proect
2. Open the “SampleScene“
3. Open the Game view, hierarchy, and the Animator windows
4. Enter Play Mode
5. Observe the Hierarchy and the Game view
Expected results: All Animator children get activated one at a time
Actual result: At one moment, all children get activated at once
Reproducible in: 2022.3.60f1, 6000.0.42f1, 6000.1.0b10, 6000.2.0a6
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
- One split-off crossfade starts a few milliseconds later than the other one. This makes the second crossfade override the first crossfade and, in the process, causes the bug
- All the animations get activated until the transition finishes
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Unity CIL Linker fails on Player build when persistent listeners have "<" and ">" in their XML attribute names
- ”Lighting data asset ‘LightingData’ is incompatible with the current Unity version…” warnings are thrown when saving Indoors (URP) and Outdoors (URP) Scenes as Scene Templates
- [iOS] The screen blinks when transitioning from custom to Unity splash screen
- [macOS] ”Ignoring depth surface load action as it is memoryless” warnings are thrown when taking Game View Snapshot
- UI Builder Inspector scrolls back up when changes on an expanded but not fully displayed Inspector tab are saved
Add comment