Search Issue Tracker
By Design
Votes
0
Found in
5.5.0f3
Issue ID
865750
Regression
No
Animation with property "IsActive" which has no transitions won't let "SetActive" to be changed in script
To reproduce:
1. Open attached project "AnimatorKeepsObjectActive.zip"
2. Open and play "testScene" scene.
3. Look at the console. Image was deactivated, but became active again. You can click left mouse button, to try to deactivate it again, but it will stay active.
4. Stop scene.
5. In Hierarchy find "canvas" -> "Container". Select "Container", open "Animator window" and delete "DisableImage" animation.
6. Open "Game window" and play the scene. Now image gets disabled by the script, as it should be.
Actual result: GameObject can't be disabled by a script, if there's Animator with animation which has GameObject.IsActive property of said GameObject. Even if animation is not connected by any transition.
Expected result: If animation is not connected by any transition, it should not effect objects.
Reproducible with: 5.3.6p7, 5.4.3p1, 5.5.0f3, 5.6.0b3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Add comment