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Votes

0

Found in

2022.3.54f1

6000.0.31f1

6000.1.0a8

6000.2.0a1

Issue ID

UUM-90786

Regression

No

Animation events trigger twice when using blend trees with non-zero weights

-

Reproduction steps:
1. Open the attached “repro_IN-90638“ project
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. Wait until the skeleton moves on top of you
5. Hit the skeleton by pressing the left mouse button
6. Observe the Console

Expected result: Debug.Log messages indicate that the skeleton was hit one time
Actual result: Debug.Log messages indicate that the skeleton was hit two times

Reproducible with: 2022.3.54f1, 6000.0.31f1, 6000.1.0a8
Couldn’t test with: 2021.3.47f1 - Not able to fix non-working Components after downgrading the Cinemachine package

Reproducible on: Windows 10 (22H2), Windows 11 (23H2) (user’s environment)
Not reproducible on: No other environments tested

Note: Reproducible in Player

  1. Resolution Note:

    This is as intended. (see https://discussions.unity.com/t/mecanim-5-blend-tree-animation-event-called-twice/576456/8). Blend trees mean that several clips are run at the same time, and we do want events from all of them, even if they do not make sense in some cases (like yours for the sprite base animation), but it makes sense for many others situation.

    One proposed workaround that I tested on the provided project is therefor to pass the animationEvents in the function
    public void DealDamage(AnimationEvent evt)
    and in the event, pass the old int parameter in the int field. then, you can add code to verify, is the weight of the current animation <0.5?
    if (evt.animatorClipInfo.weight < 0.5)
    return;

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