Search Issue Tracker

Fixed in 2019.2.X

Fixed in 2019.1.X



Found in


Issue ID




Notifications with Retroactive flag are triggered when the timeline loops



1) Create a timeline
2) Add a signal track bound to a gameobject
3) Add a signal Emitter, create a new signal and a new signal receiver
4) Set the Unity Event to Editor and Runtime, set the function to SendMessage
5) Set the PlayableDirector to Loop
6) Play the timeline

Result: The signal is emitted two times during a loop, once when the playhead passes the signal (correct) and again when the timeline begins a loop (incorrect).
Expected: The signal should not be emitted when the timeline begins another loop

Comments (11)

  1. tojupa

    May 25, 2019 11:07

    It was trigger the all timeline loops that was about the notification with the all retroactive on this and it was amazing. I was able to have the all game object that was available on this was the site that have the useful data among the all base part on this and it was good.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.