Search Issue Tracker
Duplicate
Votes
3
Found in
5.2.1f1
Issue ID
729203
Regression
Yes
[Animation] Animations sometimes begin with the last frame
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
-
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.
-
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().
-
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.
-
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.)
-
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 controllerIn 5.2.1p1, the problem only occurred in case (1).
In 5.2.1p2, it again occurs in both cases.
-
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.
-
Nullzero
Sep 26, 2015 09:10
I take it back! It's still present in 5.2.1p1 :( Please to be fixing.
-
Nullzero
Sep 25, 2015 16:49
This appears to have been fixed in 5.2.1p1
-
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.
-
Tim-C
Sep 24, 2015 14:01
This is due to some animation changes, I've alerted the animation team.
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
- NavMesh Surface is baked too high above the ground, making the NavMesh Agents hover above the ground when the HeightMesh is not built
- [Android] Crash on ProcessDynamicBatchGeometryJob with OpenGL or on DrawSharedGeometryJobs with Vulkan
- VFX Graph Memory leak when calling the ClearPropertyBinders and AddRemoveVFXProperty
- Entering "Configure Avatar" inside the Inspector locks it
- [Render Graph Viewer] Resource list icons cropped and in inconsistent positions
This is a duplicate of issue #730491