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Won't Fix
Votes
0
Found in
5.3.4p1
Issue ID
796976
Regression
No
StateMachineBehaviour loses reference after disabling and enabling game object
How to reproduce:
1. Open the attached project
2. Open and Play Main scene
3. Notice debug statement in console "(Clone) (StateMachine)"
4. Disable and enable the gameobject which has the Item script attached to it
5. Observe that the debug log will say null for the State Machine Behaviour
Won't Fix: This is the expected behavior, when you disable a GO with an animator we do flush all instance of AtateMachineBehaviour, it the same for animator's parameter and animator's current state. They are all reset to default value.
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mahdiii
Dec 02, 2021 18:12
It is not intended really. We need to inject one time not every time the animator enables. We have to inject to all state behaviours again. It is time consuming
Yunis
Aug 21, 2021 13:29
I've got this issue too.
I'm injecting a dependency in a StateMachineBehaviour, instantiated by a AnimatorController.
Later the GameObject is disabled, then later again re-enabled.
funbites
May 16, 2018 18:18
Good question, why is this intended?
LouisHong
Jul 30, 2016 07:03
Why is this intended?