Search Issue Tracker
Active
Votes
0
Found in
2023.1.10f1
2023.2.0b6
Issue ID
UUM-47128
Regression
No
Animator node- Inconsistent transition representation for multiple transitions to self.
Many small arrows appear for multiple transitions to self. This does not follow the default format where three triangles represents multiple transitions between states.
- Create a new Unity project and add a new GameObject to the sample scene
- Add an animator component to this object using the inspector
- Create a new animator controller in the project window and drag this into the animator controller field reference
- Open up the Animator window: Window => Animation => animator
- Create a blank new state by right clicking the animator controller window: Create state =:> empty
- Right click on this new node and select create transition then click on the new node again- a white arrow should appear beneath the node
- Repeat this numerous times until multiple white arrows are visible stacked on top of each other (refer to picture B for guidance)
Expected result: The state shows either a single arrow pointing to itself or a three arrow representation where three white triangles appear below the node pointing to itself from the bottom of the node.
Actual result: Multiple white triangle stack on top of each other underneath the node.
!DefaultMultiTransitionLine.PNG|width=269,height=302!!MultipleArrows.PNG|width=287,height=128!
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment