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Fixed
Fixed in 2022.3.66f1, 6000.0.55f1, 6000.1.15f1, 6000.2.0b12, 6000.3.0a4
Votes
13
Found in
2022.3.64f1
6000.0.52f1
6000.1.11f1
6000.2.0b9
6000.3.0a1
Issue ID
UUM-111056
Regression
No
Animation playback and transitions start being erratic when state normalized time gets too large with no indication what is the problem
How to reproduce:
1. Open the “AnimationTest_250618_ETimeOn_2021.zip” project
2. Open “SampleScene“
3. Enter Play Mode
4. In the Edit > Project settings > Time, change the Time Scale to 100
5. Select the “PJPCumulative“ GameObject in the Hierarchy
6. Wait ~1 hour
7. Afterward, change the Time Scale back to 1
8. In the Animator window, change the 'Lvl' parameter to 2, and observe the Animator and the Game view and the Console
Expected result: An error, a warning, or a log is thrown in the console informing about this behavior
Actual results: The active state does not change to the corresponding state (unless 0 or 7 is put in 'Lvl' parameter), the Sprite size does not change, and the Console does not output anything
Reproducible in: 2022.1.0a1, 2022.3.64f1, 6000.0.52f1, 6000.1.11f1, 6000.2.0b9, 6000.3.0a1
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Comments (15)
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ghosttownzach
Dec 04, 2025 19:39
The resolution of this Issue created a problem as reported by: https://issuetracker.unity3d.com/issues/animator-is-still-spamming-too-much-when-states-stay-active-too-long
However, for whatever reason, 6000.1.x was missed? 6000.1.17f1 was the last 6000.1.x release, and it has severely degraded performance at times because of the log spamming from AnimationController.
DanWeston
Oct 07, 2025 10:13
This fix has severely degraded performance and made the game unplayable and the project impossible to work in due to the continuous log spam. Please address asap.
leohilbert
Oct 07, 2025 08:58
Just ran into this issue with a short non looping Animation that just set's the state of an object and does nothing afterwards. After around 10-15 minutes the console log goes balistic because of this and it totally tanks our FPS. I'm not even sure what I should do to mitigate this. Write a script that reset's every animator state every 10 minutes? Please give us an option to turn this log off
jg_od_nz
Oct 05, 2025 23:11
The fix for this issue caused a regression that ruins performance due to excessive error logs. 6000.1.17f1 is unusable because of this.
TomLansdale
Oct 03, 2025 10:45
Please fix this with urgency. We cannot take important security updates because of the excessive amount of log spam.
dean-cgs
Oct 03, 2025 10:37
Our logs are being spammed by multiple animators when we have a looping idle animation state (e.g., for a UI button) that consists of only a few keyframes, and the game is often running in fast-forward mode for a long time.
This issue has completely blocked us from upgrading to the latest Unity version, which contains important security fixes.
Whatever560
Oct 01, 2025 09:18
Mostly looking at the issue you guys went overboard with the threshold. It says 100 x timescale over an hour. So basically a 100h session.
Don't flood my console at 5 minutes in.
Whatever560
Oct 01, 2025 09:00
Nice to have warning. Should only trigger once or something. Adding an other voice as to the regression that floods the log. It should be an opt-in.
lds3794
Sep 30, 2025 03:25
This fix is still generating far too many error logs even in Unity 6000.0.57f1.
As others have suggested, this fix should be reverted, an option added, or improved in a better way.
lds3794
Sep 26, 2025 03:17
It still occurs in Unity 6000.0.57f1.