Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.2.0f3
Issue ID
976668
Regression
No
AnimationEvent.animatorStateInfo.fullPathHash doesn't return unique hash
Steps to reproduce:
1. Open user attached project
2. Open bug.unity scene
3. Play the scene
4. Select one button to switch a layer, and click on the "Throw" button
5. Notice that fullPathHash does not change when the layer is changed
Expected result: animatorStateInfo.fullPathHash should point to different layers
Actual result: fullPathHash of the event always matches the first layer.
Reproduced in: 2018.1.0b1, 2017.3.0f3, 2017.2.1p1, 2017.1.2p4, 5.6.5f1, ,
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
- AI Assistant upgrade banner's `Open package Manager` link doesn't work
- Sub-asset UI does not refresh when undoing Renderer Feature add or remove actions in a URP Renderer asset
- Scene flickers with a green tint when using Screen Space Ambient Occlusion and Contact Shadows with raytracing
- Scripts with null Components on GameObjects are not removed when calling GameObjectUtility.RemoveMonoBehavioursWithMissingScript
- Color Curve Key values remain visible after changing Curve type
Resolution Note:
Synchronizing layers make them use the same StateMachine. We always use the name of the StateMachine to generate the fullPathHash. In general layer names are the same as StateMachine names, but its not the case when using SyncLayers.
We have no plan to change this behaviour since it would break existing projects.