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Votes
1
Found in
2017.3.0f2
Issue ID
977505
Regression
No
Animated component active values fail to reset after exiting animation if child’s SkinnedMeshRenderer component was disabled
Steps to reproduce:
1. Open attached “ActiveComponents.zip” Unity project
2. Open scene “Test”
3. Select “Model” object in Hierarchy
4. Enter Play mode
5. Click on “Disable” button in Game Window
6. Click on “Enable” button in Game Window
Expected results:
"Model" object components are active
Actual results:
"Model" object components remain disabled
Reproduced in: 2018.1.0a7, 2017.3.0f2,, 2017.2.1f1,, 2017.1.2p4, 2017.1.0a1
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Resolution Note:
This is a limitation of the Animator when using culling.
Animating mesh visibility with culling enabled ('Cull Update Transforms' or 'Cull Completely') will stop evaluating animation after MeshRenderer visibility is turned off (In the case of this bug, if both 'model' MeshRenderer and 'mesh1' SkinnedMeshRenderer are turned off). Even if the animation reenables it, it will not evaluate as it's been already culled from animation.
In order for this to work, you have to set culling mode to 'Always Animate', or control mesh visibility by script.