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Won't Fix

Votes

0

Found in

2021.3.31f1

2022.3.10f1

2023.1.15f1

2023.2.0b12

2023.3.0a7

Issue ID

UUM-52192

Regression

No

When enabling Root Transform Position (Y) on an imported animation, gravity is applied when the GameObject also has only a Character Controller enabled

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Steps to reproduce:
1. Unzip the attached user's project "AnimationGravityTest.zip"
2. Open "SampleScene.unity"
3. Enter Play Mode
4. Observe gravity in effect
5. View game object "Character"
6. Observe no Rigidbody, only "Animator" and "Character Controller"
7. Disable "Character Controller" and observe gravity stops
8. Inspect "Assets/Art/NPC/Characters/Character/Character@Idle.fbx"
9. Disable "Bake Into Pose" on Root Transform Position (Y) under the Animation category
10. Enter Play Mode and Observe gravity no longer in effect

Expected results: When enabling Root Transform Position (Y) on an imported animation, gravity is not applied when the object also has a character controller enabled
Actual results: When enabling Root Transform Position (Y) on an imported animation, gravity is applied when the object also has a character controller enabled

Reproducible with: 2021.3.31f1, 2022.3.10f1, 2023.1.15f1, 2023.2.0b12, 2023.3.0a7

Reproducible on: Windows 11, Windows 10
Not reproducible on: No other environment tested

  1. Resolution Note:

    After checking with the Animation team, it seems that this is expected behavior. According these docs (https://docs.unity3d.com/Manual/RootMotion.html), the setting's Bake Into Pose flag also sets the Animator's gravityWeight to 1. This behavior and gravityWeight are also not documented very well, and I will open a separate ticket to address both doc areas. However, I will be closing this ticket as "Wont fix".

    As for a work around for if you want to keep this setting on, instead of using a CharacterController, you could try using a Animation State Machine Behavior (https://docs.unity3d.com/Manual/StateMachineBehaviours.html). They are scripts attached to animation states in the Animator itself and allow you to move a character in similar to how a CharacterController could do.

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