Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.5.1-pre.3
Issue ID
1299875
Regression
No
Listeners are not triggered when SignalReceiver is added in runtime
How to reproduce:
1. Open the user's attached project ("CinemachineSignalCrash.zip")
2. Remove the "SignalReceiver" component from "Cube (1)"
3. Enter Play mode
Expected result: When no Signal receiver is attached the script adds the component. This SignalReceiver should then act the same as the SignalReceiver added in the inspector. The listeners added in runtime should be triggered when the signal emitter is reached in the timeline.
Actual result: The listeners added in runtime are never triggered.
Reproducible with: 2019.4.17f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0a10, 2021.2.1.0a1 (Timeline 1.2.17 - 1.5.1-pre.3)
Could not test with: 2018.4.30f1 (Errors downgrading)
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
- 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
Resolution Note:
Signal receiver discovery is not automatic, as it has a cost.
You need to call RebindPlayableGraphOutputs (https://docs.unity3d.com/ScriptReference/Playables.PlayableDirector.RebindPlayableGraphOutputs.html) in order to bind the new signal receivers