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Issue ID




Animator doesn't blend into the next Animation state properly when it starts from the Animation referencing to "none"



How to reproduce:
1. Open the user-attached project “AnimatorBlendBug”
2. Open the “SampleScene” scene
3. Enter the Play Mode
4. Press the “Space” key to start the Animations
5. Observe the Animations

Expected result: Both Animations are behaving the same
Actual result: The GameObject on the right blends into the Animation differently

Reproducible with: 2020.3.42f1, 2021.3.16f1, 2022.1.23f1, 2022.2.2f1, 2023.1.0a24

Reproducible on: Windows 11 Pro

Note: Also reproducible in Player

  1. Resolution Note:

    The blending behaviour of a state with None on the Base Layer is different from a state with None on a Layer. This is caused by a performance optimization for state machines using a single layer. We cannot change this without having a significant negative impact on performance and our user’s existing projects. Since the main use cases for using None in a state is in the context of an additional Layer, using None on the base layer is considered an edge case and has acceptable workarounds.
    Workarounds: Use an empty clip on the Base Layer None states. Or, reproduce the same setup an a Layer that is not the Base Layer.
    For the above reasons and associated risk, we will not fix this inconsistency in behaviour.

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