Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.2.0f3
Issue ID
976668
Regression
No
AnimationEvent.animatorStateInfo.fullPathHash doesn't return unique hash
Steps to reproduce:
1. Open user attached project
2. Open bug.unity scene
3. Play the scene
4. Select one button to switch a layer, and click on the "Throw" button
5. Notice that fullPathHash does not change when the layer is changed
Expected result: animatorStateInfo.fullPathHash should point to different layers
Actual result: fullPathHash of the event always matches the first layer.
Reproduced in: 2018.1.0b1, 2017.3.0f3, 2017.2.1p1, 2017.1.2p4, 5.6.5f1, ,
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
- Crash on UndoManager::RegisterUndoInternal when applying added GameObjects to a Prefab
- [Asset Bundles] A new bundle hash is not generated when the name of a serialized field is changed
- Icon section shows incomplete message and unusable check box in Build Profiles and Player Settings window instead of “Not applicable for this platform” for Dedicated Server Platform
- 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
Resolution Note:
Synchronizing layers make them use the same StateMachine. We always use the name of the StateMachine to generate the fullPathHash. In general layer names are the same as StateMachine names, but its not the case when using SyncLayers.
We have no plan to change this behaviour since it would break existing projects.