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Duplicate

Votes

3

Found in

5.2.1f1

Issue ID

729203

Regression

Yes

[Animation] Animations sometimes begin with the last frame

Animation

-

To reproduce:
1. Open attached project. It is the Unity UI sample project.
2. Run the Menu3D scene
3. Press the 'Settings' button. Notice that the panel disappears for a split second.
4. Press one of the buttons inside the settings tab, notice that a new tab on the left appears for a split second before animating into existence

It's as if the last frame of an animation gets played before the rest of the animation.
Regression since 5.2.0f1

  1. This is a duplicate of issue #730491

    [UI] Animation is not reset properly on the first frame

Comments (11)

  1. Daniel F

    Oct 13, 2015 13:32

    Just to mention that the problem I described below is apparently a separate issue and is being assigned a different issue number.

  2. Daniel F

    Oct 10, 2015 03:04

    It now works for me if I set the desired animation as the Default Layer State (as in 5.2.1p1), but the issue is still present if playing a non-default animation via Animator.Play().

  3. Carlosph

    Oct 09, 2015 19:35

    Thanks Daniel, but at the end I read somewhere that it was going to be fixed with 5.2.p3, which was about to be published. So I decided to wait for the patch and meanwhile, I downgraded to Unity 5.1 where I didn't have this problem.

    They have published the patch today. I've tried it and it seems to work well for me now.

  4. Daniel F

    Oct 07, 2015 08:16

    CARLOSPH: If you're playing the animation as soon as the object appears, as I am, one workaround would be to disable the object's renderer for one frame. (If not, I can't think of anything that would help.)

  5. Daniel F

    Oct 07, 2015 08:10

    I'm pretty certain it's not actually playing the last frame of the animation. In my own tests, it seems as if for the first frame it just appears as if there was no animation whatsoever. (Unless these are two separate problems. In my case I'm attempting to play an animation directly after instantiating the object to be animated).

    In 5.2.1f3 my problem occurred:
    1. If I triggered the animation from code using Animator.Play("") after instantiating the object
    2. If I set the default state to the desired animation in the animation controller

    In 5.2.1p1, the problem only occurred in case (1).

    In 5.2.1p2, it again occurs in both cases.

  6. Carlosph

    Oct 05, 2015 10:36

    I'm having the same problem. Any work around? The status says it is fixed but I'm having the same problem on 5.2.1f1.

  7. Nullzero

    Sep 26, 2015 09:10

    I take it back! It's still present in 5.2.1p1 :( Please to be fixing.

  8. Nullzero

    Sep 25, 2015 16:49

    This appears to have been fixed in 5.2.1p1

  9. Nullzero

    Sep 24, 2015 14:29

    I'm having this issue as well. All of my gameobjects that are instantiated at runtime by script, appear to be delayed one frame before actually playing their animation clips, causing a terrible flicker. Been unable to find a work around for this.

  10. Tim-C

    Sep 24, 2015 14:01

    This is due to some animation changes, I've alerted the animation team.

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