Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.2.1-preview, 0.2.5-preview
Issue ID
1199287
Regression
No
[AnimationRigging] GameObject snaps into place until its Root is moved when using an Animation Job
How to reproduce:
1. Open the attached project's "case_1199287-Project.zip" Scene labeled "SampleScene"
2. Enter the Play Mode
Expected result: Cube chain doesn't snap into place
Actual result: Cube chain snaps into place
Reproducible with: 2019.2.16f1, 2019.3.0f3, 2020.1.0a16 (0.2.1-preview, 0.2.5-preview)
Couldn't test with: 2017.4.35f1 (Package Manager does not exist), 2018.4.14f1 (Animation Rigging does not exist)
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
- 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
Resolution Note:
The JiggleChain constraint script used in this project has a calculation which ends up setting NaN values in the rotation. This is not something that can be prevented by Animation Rigging, but should be directly addressed in the script itself.
More specifically, the method `JiggleChainJob.FromTo` results in (NaN, NaN, NaN, 1f) quaternions in the initial setup. Moving the root hierarchy changes the chain values slightly and may just bypass the issue.