Search Issue Tracker
By Design
Votes
0
Found in
2019.2.0a1
2019.2.0a13
2019.3.0a1
Issue ID
1150489
Regression
No
Signal Emitter does not emit reaction when Playable Director's Update Method is set to Manual
How to reproduce:
1. Open user's attached project ('ManualPlayableUpdateBug.zip')
2. Open scene 'New' and click on the Director object
3. Inspect the Signal Emitter in the DirectorTimeline, make sure that it has a reaction that sets GameObject.SetActive to False
4. Enter Play mode
Expected results: The cube in the scene disappears at the time mark where the Signal Emitter is
Actual results: The cube does not disappear (Signal Emitter reaction has not been called)
Reproducible with: 2019.1.1f1, 2019.2.0a14, 2019.3.0a1
Timeline Signals were introduced in 2019.1.
Note: To see what it should look like, change Playable Director's Update Method to Game Time.
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
- [CI/CD]Build cache not invalidated when building targets with different defines
- VFX Learning Templates contains an empty folder the HDRP_VFX_Learning_Templates Scene
- Crash on -[NSApplication endModalSession:] when changing code in a Code Editor, saving and clicking on the Unity Window with "Stop Playing and Recompile" selected
- “Install package from git URL” and “Install package by name” tab does not close when resizing undocked Package Manager window and gets pushed outside the window
- "EndLayoutGroup: BeginLayoutGroup must be called first." errors are thrown when creating a Tag with identical name and holding the enter keyboard button
Resolution Note (2019.3.X):
The Evaluate method only samples the director (PlayableGraph) at a given time; evaluating a director is not the same as playing a director. Signals will be emitted and audio will be played only when the director is played. Calling PlayableDirector.Evaluate is like scrubbing in the Timeline window.