Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4
2018.4
2019.1.14f1
2019.2
2019.3
2020.1
Issue ID
1182424
Regression
No
Blend Tree right side animation is favored over left side animation
Reproduction steps:
1. Open user's attached project "Ruby's rpg"
2. In the Project window, go to Art > Animations and double-click on the "Robot" controller
3. In the Animator window, double click on "Blend Tree" and then click on the opened Blend Tree
4. In the Inspector, drag the red dot from the middle to the left
Expected result: Animation changes from "RobotRight" to "RobotLeft" almost immediately
Actual result: Animation "RobotLeft" is played only when red dot is exactly on the left node
Reproducible with: 2017.4.35f1, 2018.4.13f1, 2019.2.14f1, 2019.3.0f1, 2020.1.0a15
Note: Works as intended when going up-down instead of going left-right
Comments (1)
-
alicederyn
Dec 18, 2020 18:56
Could Ruby's Quest please be updated to use the recommended process (or at least link to this issue) so others like me aren't caught out by this in future?
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
- UI Builder Data Path Source List starts flickering and scrolling when trying to select the last item in the list
- Crash on ProcessSceneBeforeExport when analyzing selected Addressables rules in a specific project
- HDR images are compressed incorrectly with default settings on Android Platform
- Crash with multiple stack traces when painting detail on Terrain with a highly detailed Prefab
- Crash on mono_object_handle_isinst_mbyref_raw when SerializedReference points to a struct implementing ISerializationCallbackReceiver whose first field is a UnityEngine.Object
Resolution Note:
This is due to FlipX parameter being used to do the Left animation.
The 2D BlendTree is trying to blend a Bool parameter, which will always be FALSE unless 100% of the blendtree is at TRUE.
Changing this behaviour would change how Bools are animated across all Unity. This is too much of a risk.
Workaround : don't use FlipX, manually change the sprites.