Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1018505
Regression
No
Recording m_IsActive with GameObjectRecorder results in keys at each frame
Here's the user message:
> So I am using this to bind the GameObject.IsActive :
> EditorCurveBinding binding = EditorCurveBinding.FloatCurve(AnimationUtility.CalculateTransformPath(childFX.transform,transform), typeof(GameObject), "m_IsActive");
> m_Recorder.Bind(binding);
>
> And I am recording on Update() instead of LateUpdate because that seems to work better for the rest of the things I am recording (VRIK and some animation hacks).
>
> m_Recorder.TakeSnapshot(Time.deltaTime);
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Add comment