Search Issue Tracker
By Design
Votes
0
Found in [Package]
2022.2.0
Issue ID
DANB-11
Regression
No
GameObject's Animation doesn't change when its Bone's rotation is overridden using a Script
Reproduction steps:
1. Open the attached project
2. Select the GameObject "Fei" in the Hierarchy window so that the Bones are displayed
3. Disable the Test (Script) Component in the Inspector window
4. Enter Play Mode
5. Observe Bone movement in the Scene View
6. Enable the Test (Script) Component in the Inspector window
7. Observe Bone movement in the Scene View
Expected result: animation should change after enabling the Script Component
Actual result: GameObject's "bone_3" rotation changes in the Scene View, but the animation doesn't change
Reproducible with: 3.2.17 (2019.4.38f1), 5.2.0 (2020.3.33f1), 7.0.4 (2021.2.19f1, 2021.3.1f1), 8.0.0 (2022.2.0a11), 8.0.1 (2022.1.0f1)
Notes: "Test.cs" Script Component in the Assets folder, which changes the "bone_3" GameObject's rotation in the LateUpdate() Method, should override GameObject's "bone_3" rotation, thus the animation should play corresponding to the altered rotation of the "bone_3" GameObject
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
- Inconsistent NullReferenceException while connecting Edges in the Graph
- Output Decals URP link in Learning Templates directs to HDRP Lit Decal Documentation
- Performing Undo Redo for Convert to Property action creates a ghost Node
- Crash on GameObject::IsActiveIgnoreImplicitPrefab when opening a specific project
- Default Input Action Asset creates unsaved changes when clicking on Button actions
Resolution Note:
The Sprite Skin components perform their deformation step using the attribute `[DefaultExecutionOrder(-1)]`. If you would like to change a transform before the Sprite Skin deforms, make sure to add the DefaultExecutionOrder attribute to your script with a value of less than -1.