Search Issue Tracker
Fixed
Won't Fix in 1.5.X
Votes
0
Found in [Package]
1.6.2
Issue ID
TB-60
Regression
No
The Timeline does not set back the state of GameObjects after saving a Scene when Timeline window is visible
How to reproduce:
1. Open the attached project "seq-save-scene-reset-timeline.zip"
2. Open the TestScene (Assets>TestScene)
3. Open the Timeline (Window>Sequencing>Timeline) and place it that you always can see it (like in "Layout.png")
4. Select and expand GameObject "Driver" in the Hierarchy
5. In the Timeline window move the Playhead between Clip 1 and Clip 2 to see it enabling and disabling
6. Select GameObject "Cube" in the Hierarchy
7. Move the selected "Cube" GameObject in the Scene view
8. Select GameObject "Driver" in the Hierarchy
9. Save the Scene
Expected result: After the save states are the same as before saving
Actual result: Both Clips are now disabled in the Hierarchy but Playhead still is on Clip 1
Reproducible with: 1.2.0, 1.3.0-preview.7, 1.4.8, 1.5.6, 1.6.2 (2019.4.30f1, 2020.3.19f1, 2021.1.22f1, 2021.2.0b13, 2022.1.0a10)
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
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Resolution Note (1.5.X):
Issue has been fixed in Unity 2021.2. No more patches will be shipped for Unity 2021.1, where Timeline 1.5 is the official version