Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.2.6f1
Issue ID
1080471
Regression
No
[Animation][Jobs] Simple animations with AnimationMixerPlayable generates spikes
Steps to reproduce:
1. Open attached project
2. Play the scene
3. Open profiler and observe the spikes in Animator.ProcessRootMotion and AnimationClipPlayable.EvaluateClip if on 2018.3
Expected result: Animations with AnimationMixerPlayable should not generate spikes
Reproduced in: 2018.3.0b1, 2018.2.6f1
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
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
- Entities Hierarchy window allows Cyclic nesting and throws an “ArgumentException: Cyclic nesting detected” error when dragging a Prefab onto the same Prefab in the Entities Hierarchy
- EnterPlayModeOptions doesn't take effect if user manually modifies m_EnterPlayModeOptionsEnabled to 0
- VFX Graph Documentation dropdown button does nothing when clicked on the right side
Resolution Note:
The spikes as reported are not related to playables:
When clips loop, playback has to seek back to the start of the file, which is more expensive than normal evaluation. When all your clips are synchronized together, this causes spiking. In most use cases, all your clips will not loop on the same frame.