Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0a6
2018.3.6f1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1152053
Regression
No
AvatarMask set in AnimatorLayerMixerPlayable is not properly evaluated in user made PlayableGraph
Steps to reproduce:
1. Open the original project "playableTest.zip"
2. Navigate to Project -> Assets and open the "Test" scene
3. Enter Play mode
-- Notice that there is a buggy Animation in the Hip area of the GameObject "0001_npc"
Expected results: Animation is playing according to the KeyFrames
Actual results: Animation performs Actions that are not KeyFramed
Reproducible with: 2018.3.0a6, 2018.4.1f1, 2019.1.4f1, 2019.2.0b3, 2019.3.0a3
Notes: Animations in this project do not work below Unity version 2018.3.0a6. Improved Prefabs appeared in 2018.3.0a6
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
Resolving bug as won't fix since exposing a knob to an "obscure" humanoid evaluation path for this special case would not make sense. Although the created playable graphs might logically be similar they are not the equal (this can be visualized by downloading the PlayableGraph Visualizer package) and humanoid evaluation makes certain assumptions in terms of computing the center of mass depending on how many layers are defined. Note that if this was a generic rig definition the issue would not happen.
The simple workaround is to create another empty 0-weighted layer for the character implementing it's own playable graph in controller 0001_move.