Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.6.0
Issue ID
1320242
Regression
No
Playhead representation on scroll bar does not account for user viewing outside playable area
Currently the white bar representing the current playhead position on the horizontal scroll bar is set to be relative to the playable timeline length. This is fine for about 99% of cases, but in case a user would scroll out of bounds of the timeline and want to jump back to where the playhead is, they’d not snap to the correct position.
Steps to reproduce:
1. Open any/new project
2. Open the Timeline window
3. Select any Gameobject
4. Create a Timeline
5. Create an Activation track
6. Position the playhead towards the end of the playable area in timeline
7. Using the right arrow on the horizontal scroll bar, scroll the viewport for a while
- Other methods of getting the scroll bar to be all the way to the right work as well
8. Click directly on the white bar on the scroll bar to snap the view on the playhead
- Note it does not snap to the playhead, but instead to a different point
- Functions correctly if trying to jump to playhead while within the playable area on the timeline
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
- ShaderGraph tab header changes the icon to the VFX Graph icon when ShaderGraph and VFX Graph with the same name are both opened
- The Build Profiles window has usability issues when the panel takes up less than 30% of the screen width
- Inconsistent ShaderGraph RGBA channels compared to the Inspector when "Alpha Is Transparency" is used
- Crash on "The GUID inside 'Assets/asset.png.meta' cannot be extracted by the YAML Parser." when opening the project
- Shadows disappear when looking at a certain angle in Scene view and using Cloud Shadows with Volumetric Clouds
Resolution Note:
The risk and cost of refactoring the system to make this work in a nicer fashion is too high for what we have to gain in addressing it.