Search Issue Tracker
By Design
Votes
3
Found in [Package]
0.3.3-preview
Issue ID
1232130
Regression
No
[Animation rigging] Two Bone IK Constraint's Target position is reset when Playables.PlayableExtensions.ConnectInput is called
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Enter the Play Mode
3. In the Hierarchy, select the "Target" GameObject
4. In the Scene View, move the GameObject to a new position
5. In the Game View, press the "Space" key
Expected result: Two Bone IK Constraint's Target position is not reset when Playables.PlayableExtensions.ConnectInput is called
Actual result: Two Bone IK Constraint's Target position is reset when Playables.PlayableExtensions.ConnectInput is called
Reproducible with: 2019.4.0f1, 2020.1.0b12, 2020.2.0a12 (0.2.1-preview, 0.3.3-preview)
Couldn't test with Unity: 2018.4.23f1 (Package is not available)
Couldn't test with Packages: 0.1.2-preview, 0.1.4-preview (Cannot move the Target GameObject)
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
- Assets are created in the Package folders when creating assets via custom buttons in the Inspector window or other windows
- “Select” windows are named differently on Windows and macOS
- [Windows] No minimum “Select” window size
- Enabling “Editor Extension Authoring” in UI Builder doesn’t dirty the document and saving with shortcut doesn’t persist the state
- WebRequest.Create() function fails with "URI prefix is not recognized" errors when the project is built for Linux Standalone or Windows Dedicated Server
Resolution Note:
When changing the topology of a playable graph, the animator performs a rebind which sets all transforms back to default values. In this case, the effector targets are part of the animator's hierarchy and are therefore reset to the default position.
To achieve the desired result, restore the transform of the effectors back after changing the topology, or else remove the effector targets from the animator's hierarchy.