Search Issue Tracker
Fixed in 1.7.5
Fixed in 1.8.4
Votes
0
Found in [Package]
1.7.4
1.8.2
Issue ID
TB-205
Regression
Yes
[Timeline] Cannot scrub timeline without error spam
After upgrading to 2022.2.21 scrubbing in the timeline throw an error constantly and also resets the playhead.
Repo Steps:
1. open project with timeline(eg: [https://github.cds.internal.unity3d.com/unity/com.unity.template.urp-sample])
2. open timeline asset and scrub(if using above project, open scene _Assets/Scenes/Cockpit/Scenes/Cockpit_Ride.unity_ and select game object {}Root/Logic/Director{})
Expected results: Timeline scrubs and scene animates without errors
Actual results: While scrubbing, errors are thrown and play head rendering is jumpy/glitchy
Error:
{code:java}
ArgumentException: An item with the same key has already been added. Key: Animation Track (UnityEngine.Timeline.AnimationTrack)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <f67bbaca809f45d99c92519300368493>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <f67bbaca809f45d99c92519300368493>:0)
UnityEditor.Timeline.TimelineUtility.GetBindingPairsFromDirectors[T] (System.Collections.Generic.IEnumerable`1[T] directors) (at ./Library/PackageCache/com.unity.timeline@1.7.4/Editor/TimelineUtility.cs:286)
UnityEditor.Timeline.WindowState.OnStartPreview (UnityEngine.Playables.PlayableDirector director) (at ./Library/PackageCache/com.unity.timeline@1.7.4/Editor/State/WindowState.cs:1016)
UnityEditor.Timeline.WindowState.GatherProperties (UnityEngine.Playables.PlayableDirector director) (at ./Library/PackageCache/com.unity.timeline@1.7.4/Editor/State/WindowState.cs:993)
UnityEditor.Timeline.TimelineWindow.RebuildGraphIfNecessary (System.Boolean evaluate) (at ./Library/PackageCache/com.unity.timeline@1.7.4/Editor/Window/TimelineWindow.cs:468)
UnityEditor.Timeline.TimelineWindow.OnGUI () (at ./Library/PackageCache/com.unity.timeline@1.7.4/Editor/Window/TimelineWindow.cs:251)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at /Users/bokken/build/output/unity/unity/Editor/Mono/HostView.cs:512)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/DockArea.cs:386)
UnityEditor.DockArea.OldOnGUI () (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/DockArea.cs:377)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:376)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:676)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:536)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/Renderer/UIRenderer/UIRenderers.cs:130)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/Renderer/UIRRenderChain.cs:513)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/Renderer/UIRRepaintUpdater.cs:79)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/VisualTreeUpdater.cs:111)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/Panel.cs:1026)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/Panel.cs:1087)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:454)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:205)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:74)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:28)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190) {code}
Repos in 2022.2.21f1
Last known good version was 2022.2.10f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- SetComponentEnabled uses class instead of struct when constraining Enableable Component type
- [iOS] Application.deepLinkActivated does not get invoked while app is running when UIApplicationSceneManifest is added in Info.plist
- Inspector scroll area stretches when using components with nested serialized arrays on FBX model prefab instances
- Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
- ScriptableObject asset is accessed during the lookup of Build Profiles when opening the Build Profiles Window
Add comment