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Votes
1
Found in
2018.3.0a1
2019.1.0a1
2019.2.0a1
Issue ID
1134093
Regression
No
"Interruptable transition + animator override controller" cause an interruption during animation
How to reproduce:
1. Import the attached package to Unity
2. Open OverrideAnimationController.unityscene
3. Click the "Pause" button
4. Click the "Play" button
5. Click the "Step" button to play the animation frame by frame
6. After animator.runtimeAnimatorController is set to be "NW", you'll see the character in a weird pose. (See the attached screenshot)
Expected result: The animation should is not being interrupted
Actual result: Internally, the animation system records the pose at the time of the interruption, and will now blend between that static pose (X) and the new destination animation.
Reproducible with: 2018.3.10f1, 2019.1.0b8, 2019.2.0a9
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Resolution Note:
The issue is caused by changing the runtimeAnimatorController during a transition. Interrupted transitions store the current pose and use that for blending to the new state. If the runtimeAnimatorController is changed, the bindings are deallocated and reallocated and the pose is no longer available.
OverrideControllers were never intended to be done on-the-fly at arbitrary points in execution, and there is no way to guarantee results if clips (and therefore bindings) are changed during an interrupted transition.
Users will need to work around this in one of the following ways:
- Avoid calling ApplyOverrides() or changing runtimeAnimatorController during a transition
- Disable interrupted transitions
- Forcing the animator to a specific, known state when calling ApplyOverrides() or modifying the runtimeAnimatorController