Search Issue Tracker
Won't Fix
Won't Fix in 2023.3.X
Votes
0
Found in
2021.3.19f1
2022.3.0f1
2023.2.0b1
2023.3.0a1
Issue ID
UUM-32072
Regression
No
Timeline breaks default animation when played
Reproduction steps:
1. Open the attached “Timeline 2D Bones Animation Test.zip“ project
2. Open “SampleScene” scene
3. Enter Play mode and press “Test Sequence” button
4. Observe the Game window
Expected result: Animations play one after another without any problems
Actual result: Not all animations are played and idle animation pose gets broken
Reproducible with: 1.6.4 (2021.3.19f1), 1.8.1 (2021.3.19f1, 2022.2.7f1, 2023.1.0b5, 2023.2.0a3)
Could not test with: 1.8.1 (2020.3.45f1) (Due to errors in the Console window)
Reproduced on: macOS Monterey 12.6 (Intel)
Note: Also reproducible in Build
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
- Inspector loses focus or Material doesn't update when using GetModifiedMaterial with a Mask component
- Crash on GfxDeviceClient::AllocateBufferInternal when entering Play mode using Graphics.RenderPrimitives and Graphics.DrawProcedural in the scene
- Import TextMesh Pro window opens when the Text Mesh Pro Essentials and Examples are already imported when creating a new TextMesh Pro GameObject in the Hierarchy with TextMesh Pro settings reset
- Video is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
- Selection outline is not shown when selecting a high intensity HDR Swatch preset in Color Picker
Resolution Note:
Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be fixing your issue at this time.
We experimented with writing the default values whenever a PlayableGraph (Timeline) is bound to/unbound from a target Animator.
There is a high risk and known issues in changing this behaviour. Since there is an acceptable workaround to this issue, we are closing this bug report as won’t fix.
Workaround:
Manually call Animator.WriteDefaultValues whenever you want to enable/disable the timeline.
You could do it through another script that would manage the timeline’s lifecycle.
Resolution Note (2023.3.X):
Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be fixing your issue at this time.
We experimented with writing the default values whenever a PlayableGraph (Timeline) is bound to/unbound from a target Animator.
There is a high risk and known issues in changing this behaviour. Since there is an acceptable workaround to this issue, we are closing this bug report as won’t fix.
Workaround:
Manually call Animator.WriteDefaultValues whenever you want to enable/disable the timeline.
You could do it through another script that would manage the timeline’s lifecycle.