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Fixed
Fixed in 2022.3.68f1, 6000.0.59f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a2
Votes
0
Found in
2022.3.62f1
6000.0.52f1
6000.1.7f1
6000.2.0b5
6000.3.0b1
Issue ID
UUM-109060
Regression
No
Animator.CrossFade normalizedDuration results in scaled clip advancement when Animator.speed is not 1.0
Reproduction steps:
1. Open the attached “IN-101153.zip” project
2. Open the “SampleScene”
3. Enter Play mode
4. Press “R” on the keyboard
5. Press “1” on the keyboard
6. Observe the last log (“RESULT FOR [TEST 1 (Animator.speed CHANGED)]…”)
Expected result: The “ACTUAL Clip NormTime Consumed” value is approximately 0.0600
Actual result: The “ACTUAL Clip NormTime Consumed” value is approximately 0.0200
Reproducible with: 2022.1.0a1, 2022.3.62f1, 6000.0.52f1, 6000.1.7f1, 6000.2.0b5
Reproducible on: Windows 10 (user reported), Windows 11
Not reproducible on: No other environments tested
Notes:
- The issue occurs when Animator.speed is 0.3 and normalizedDuration = 0.06 is passed to CrossFade(). During the blend, clip A’s normalized time advances roughly three times more than expected
- If a State's Speed Multiplier is used instead of Animator.speed, the “ACTUAL Clip NormTime Consumed” is correctly ~0.0600. This can be tested by repeating repro steps but on the 5th step pressing “2” instead. But before testing, the “Animator Global Speed” value on the Cube GameObject must be changed to “1” and “StateASpeed” value in the Animator must be changed to “0.3”
- Repeating the repro steps, but on the 5th step pressing “3” instead, shows the workaround where normalizedDuration is multiplied by Animator.speed (duration * 0.3) before passing it to CrossFade() (The values changed for Test 2 must also be reverted)
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Resolution Note (fix version 6000.4.0a2):
Fixed issue where transitions with normalized duration and calls to Animator.CrossFade had incorrect duration if the animator speed was not 1 or -1. (animator speed was multiplied twice)