Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.11f1
2021.2
2022.1
Issue ID
1340644
Regression
No
Animation Additive Reference Pose to clip cannot be used in builds
How to reproduce:
1. Open the attached "AdditiveReferencePose.zip"
2. Enter the PlayMode -> Notice that the character is pointing arms forward
3. Build and run the "SampleScene" on Standalone
Expected result: Additive reference pose works as intended (character arms are pointing forward)
Actual result: Additive reference pose does not work as intended (character arms are in T-pose position)
Reproducible in: 2022.1.0a1, 2021.2.0b3, 2020.3.14f1, 2019.4.29f1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Scene View becomes gray and "NullReferenceException" errors are thrown when attaching the Unity Editor process to RenderDoc
- Memory usage rapidly rises when changing colors in the color wheel
- Physically Based Sky's Horizon and Zenith Tint Color Selection Bars don't have immediate access to color pickers
- EmptyAdditionalLightShadowmapTexture leaks from memory when URP quality level is changed using QualitySettings.SetQualityLevel
- Referenced ScriptableObject field does not get updated and cannot be set to "None" when there are no Objects of that type
Resolution Note:
This is expected, you are trying to modify Animation clip from an imported asset which is read only. "Assets/human_animations_test.fbx"
It does work in play mode because you are editing the in memory animation clip. But when you build a player any changes done to imported file won't be saved and thus not working in the player.
The only workaround for this would be to either duplicate the clip to remove them from an imported file. Or use an AssetPostProcessor to modify the asset while it's imported