Search Issue Tracker
Won't Fix
Votes
0
Found in
4.5.0f1
Issue ID
606620
Regression
No
A character from multiple assetbundles fails to initialize animator
To reproduce:
1. Open attached project
2. Open scene "AvatarAssemblyTest"
3. Enter play mode - wait a bit until a character appears in scene. Note that he is in a T-pose
4. Select the character in hierarchy and in the inspector change any animator value - note that an idle animation starts playing. It should be playing by default (instead of the T-pose)
Explanation:
In this case you have to use DestroyImmediate(child.gameObject) because in the same frame you are parenting characterBody to characterBase and then bind the animator. This create a GO hierarchy that have both rig at the same time until the delay destroy call is process. Unfortunatly the animator try to bind the transform and pick the rig that is about to be deleted.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Editor slows itself down by showing tons of warnings when the majority of TransformAccessArrays content are NullRefs
- Mixers do not have "Rename" in the right-click context menu when a Mixer is right-clicked in the Audio Mixer window
- The Audio Random Container and the Audio Mixer windows have no minimum size set for the core functionality to be accessible
- The text, buttons and checkmarks are outside their visual bounds when the Tier Settings window is docked
- Invalid front face configuration when building with GraphicsAPI set to WebGPU
Add comment