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By Design

Votes

1

Found in

2022.3.61f1

6000.0.48f1

6000.1.1f1

6000.2.0a10

Issue ID

UUM-104539

Regression

No

Not all animation properties are accessible when a prefab with an avatar model contains a nested copy of itself with a renamed GameObject

-

How to reproduce:
1. Open the attached “IN-100276” project
2. Open the “SampleScene“
3. In the Hierarchy window, select the “Renamed_Repro” GameObject
4. Go to the Animation window (“Window > Animation”)
5. Click on the “Add Property“ button
6. Observe the properties displayed
7. In the Hierarchy window, select the “NotRenamed_NoRepro” GameObject
8. In the Animation window, click on the “Add Property“ button
9. Observe the properties displayed

Expected result: “EmptyGameObject“ and “shapell“ properties are visible for both selected GameObjects
Actual result: “EmptyGameObject“ and “shapell“ properties aren’t visible for the “Renamed_Repro” GameObject

Reproducible with: 2022.2.0a8, 2022.3.61f1, 6000.0.48f1, 6000.1.1f1, 6000.2.0a10
Could not test with: 2022.1.0a10, 2022.2.0a7 (the properties are visible, but there are errors stating they can’t be used)

Reproducible on: MacOS 15.3 (M4), Windows 11 (by user)
Not reproducible on: No other environments tested

Note: Renaming the “HipsRenamed“ (found in “Renamed_Repro > Armature > HipsRenamed“) to “Hips“ so it matches the “Hips“ GameObject (found in “Renamed_Repro > shapell > Armature > Hips“) stops the issue from reproducing

  1. Resolution Note:

    While this behavior may be surprising, this is behaving as designed.

    When an Animator is configured with an Avatar, upon initialization the Animator will do a pattern match to find the sub-hierarchy which matches the Avatar best.

    In this case, there are two sub-hierarchies which match the Avatar. By renaming the hips, you have lowered the matching score of the main hierarchy. Therefore, the Animator has selected the other sub-hierarchy as the main one, since it is a perfect match.

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