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Fixed in 2018.3.X



Found in


Issue ID




[Timeline] Clip Root Motion Offsets setting is ignored in the Play mode (inconsistent result between the preview and play mode)



How to reproduce:
1. Open QA-supplied project
2. Load "SCENE" scene
2. Select "Main Camera" in Hierarchy window
3. Hit Play button in the Timeline window to preview and observe the Scene/Game view
4. Now enter Play mode and compare the result with the previous one

Expected result: Timeline animation stays the same both in preview and in play mode.
Actual result: When in play mode, "Clip Root Motion Offsets" setting is ignored producing inconsistent results.

Reproducible with: 2017.3.0a3, 2017.2.0b6, 2017.1.0p3, 2017.1.0f3, 2017.1.0b4

Note: Couldn't test with 2017.1.0b3, 2017.1.0b2, 2017.1.0b1, because "Clip Root Motion Offsets" setting wasn't working at all. (setting wasn't exposed to the inspector?)

Comments (24)

  1. GonzoGan

    Apr 16, 2018 22:28

    Same issue here, will you fix before final release?

  2. WITHIN_Nima

    Apr 06, 2018 01:48

    Our team is having the same issue in Unity 2017.3.0f3

  3. caosdoar

    Feb 22, 2018 22:18

    Having this problem in 2018.1b8 in my case seems to only apply translations on the Y axis in play mode while ignoring X and Z values. Something else is rewritting those values? The Animator itself maybe?

  4. mgeorgedeveloper

    Dec 06, 2017 17:59

    In my case, the root motion offsets are applied clip to clip, but the first clip's root motion offset is completely ignored when in Play mode.

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