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Fixed in 5.4.0

Votes

83

Found in

4.3.1f1

Issue ID

581075

Regression

No

Can't animate color value of materials

Animation

-

In the animation window it is possible to enter a new value for any of the rgba channels and the curve changes appropriately, however the value is returned to the default after the enter button is pressed.

Reproduced with:
Unity Version 4.3.1f1 (cebd4d9b5122)
Unity Version 4.3.2f1 (0517a5ae8669)

[edit]
If you want to animate color values with the animation window with Unity 4.3+, you need to use the Animator component. The old component (Animation) is legacy and is not in active development anymore.

[edit]
You can convert the legacy animations to the new system to animate the material properties in the new Animation Window, take a look at this thread:

http://forum.unity3d.com/threads/how-convert-legacy-animations-to-the-new-system.269207/

Comments (63)

  1. F554d5d7c36304d4d53bbb72d8927c97?d=mm

    AmazingRuss

    Feb 12, 2016 23:45

    Come on Unity... if it's still in the system, it should work right. There is no excuse for leaving stuff broken.

  2. 89dbcac9e3292c2f540edf529a16debc?d=mm

    fabiobp

    Feb 01, 2016 23:03

    plase fix it!!!

  3. 96ea0a94fd9a12a1fae91667d1c699e6?d=mm

    esanmiguel

    Dec 09, 2015 16:41

    A few days of pain to find out 5 pages of people in the same situation.

  4. 3f9ec613dab1b393b817284d20dc4b51?d=mm

    antonov_3d

    Nov 12, 2015 21:00

    5.2.2 still broken.
    Cool beans "RESOLVED"
    keked to max.
    Unity quality.

  5. Fc9f2751a3b72df7e5da9c14c529a541?d=mm

    HalversonS

    Nov 05, 2015 20:23

    Found the same. Old animations still work (which is a relief). However, I still need this to work. There is a ridiculous amount of comments and requests for fixing something that shouldn't have been broken in the first place for Unity Devs to not correct this.

  6. 8dcd6bd6efff0e9b4e4585b7161f5295?d=mm

    impul101

    Jul 31, 2015 01:51

    Still broken....Unreal is starting to look more appealing with ALL of these bugs.

  7. 436235f50ac4866e3e58bcbce1507663?d=mm

    AFrisby

    Jul 10, 2015 05:43

    This is insane. How is this 'resolved'?

    Mecanim still can't do everything the legacy animation system can; so is not a viable replacement.

  8. D9bde79f22bd817624fa2bafd77cb5ed?d=mm

    Zanrok

    May 27, 2015 17:28

    Really? So all of us using the legacy system for SIMPLE animations are hosed because unity doesn't want to bother to fix this? This is clearly not resolved.

  9. B6a75cafc1891d71e7d24aa43cd181da?d=mm

    msklywenn

    Mar 05, 2015 18:41

    Still broken in unity 5

  10. 83479b3438376f0aace322d86f682576?d=mm

    ArucheSin

    Oct 16, 2014 16:13

    Reasons to fix this:
    - "Playing a single Animation Clip with no blending can make Mecanim slower than the legacy animation system. "
    http://docs.unity3d.com/Manual/MecanimPeformanceandOptimization.html
    (Look, they said it themselves!)
    - "Mecanim needs much more support for direct script control before it replaces the legacy system, doesn't it.

    There's all sorts of cases where you want to control the exact position in an animation from code, or sample an animation at a specific point.

    The state/transition system makes sense for certain cases, say NPC humanoid characters. But it's complete overkill for simple things (e.g. opening+closing a door, or moving a few UI elements around), and it's rather problematic when you want precise script control, and no one-frame-delay/glitch cases."

    Quote bluescrn from:
    http://forum.unity3d.com/threads/mecanim-use-case-play-animation-from-any-frame-forward-or-reverse.167951/

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