Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.5.0-preview.2
Issue ID
1259412
Regression
No
GameObject's color state is not reset when Timeline's Animation Clip Extrapolation property is set to None
How to reproduce:
1. Open user's attached "UnityBug-Extrapolation.zip" project
2. Open "SampleScene" Scene
3. Select the "Cube" GameObject in the Hierarchy window
4. Open the Timeline window
5. Play the Timeline and observe the animation clip in the Game view
6. Enter Play Mode
7. Observe the Game view
Expected result: After the animation clip, the "Cube" GameObject transform and the color is reset to white
Actual result: After the animation clip, the "Cube" GameObject transform is reset, but the color stays red (which is the color set at the end of the animation clip)
Reproducible with: 2018.4.24f1, 2019.4.2f1 (1.3.4), 2020.1.0b14 (1.4.0), 2020.2.0a17 (1.5.0-preview.2)
Note: Attached a video for reference
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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Resolution Note:
When there is a hole (i.e. extrapolation) in an AnimationTrack, it means Timeline stops writing to the object. In the editor, the scene original scene value is used as a placeholder (or a T-Pose in case of character animation). In playmode, where timelines can be layered with animator controllers, playable graphs and other timelines, no default is applied, and no new value is written.
If the desired behaviour is to revert to a default value, a script or an animator controller that sets the default value can be used.