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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment