Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.1.0b1
Issue ID
900622
Regression
No
[UX] NetworkAnimator requires redundant reference to Animator
NetworkAnimator requires Animator Component to be present on GO, but also user has to manually add the Animator component to NetworkAnimator.
Regarding that there’s no option to add second Animator to object, this action looks a bit redundant and inconsistent
(e.g. with NetworkTransfrom, we don’t manually show which transform it needs to refer to).
To reproduce:
1. Create new GameObject.
2. Add NetworkAnimator component.
Note: Animator and NetworkIdentity components are auto-added.
Actual result: You're required to manually add Animator component reference to NetworkAnimator.
4. Optionally remove reference to Animator from NetworkAnimator:
Actual result:
```ResetParameterOptions
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)```
Expected result: Animator should be automatically linked to NetworkAnimator with no need to be explicitly added.
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
Mass closure of UNET Bugs.
As UNet is Deprecated we are moving to low maintenance mode, where critical issues can get fixes.
Closing this bug as part of cleaning-up the Bug List.
If you feel this bug is really a road-blocker, you can reopen the bug and we will work this one.