Search Issue Tracker
By Design
Votes
2
Found in
2018.3.0a4
2018.3.0f2
2019.1.0a1
Issue ID
1111050
Regression
Yes
RootNode is ignored by Animator when animating a Game Object in Play mode
To reproduce:
1. Import user's attached project
3. Enter Play mode
Expected: animation loop is played with root node not moving
Actual: animation loop is played with root node being ignored
Reproduced in: 2018.3.0a4 (09d093d4c7ae), 2018.3.1f1, 2019.1.0a12
Not reproduced in: 2017.4.17f1, 2018.2.20f1, 2018.3.0a3
Comments (1)
-
Hazneliel
Jan 02, 2019 00:05
Is this happening with the timeline? I reported a similar issue but when using a timeline that could be related.
See https://forum.unity.com/threads/unity-2018-3-timeline-root-motion-bug.599263/#post-4051543
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2018.3.X):
Root Motion application has changed in 2018.3 to make it more coherent.
To reproduce the behaviour of Root curves (Root T and Root Q) with ApplyRootMotion OFF in 2018.3 and following, please turn on Apply Root Motion, and implement OnAnimatorMove like this:
public class RootMotion : MonoBehaviour {
public bool enableRootMotion;
private Animator animator;
private void OnAnimatorMove()
{
if (animator == null)
animator = GetComponent<Animator>();
if (enableRootMotion)
{
animator.ApplyBuiltinRootMotion();
}
}
}