Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.5.1-pre.3
Issue ID
1299875
Regression
No
Listeners are not triggered when SignalReceiver is added in runtime
How to reproduce:
1. Open the user's attached project ("CinemachineSignalCrash.zip")
2. Remove the "SignalReceiver" component from "Cube (1)"
3. Enter Play mode
Expected result: When no Signal receiver is attached the script adds the component. This SignalReceiver should then act the same as the SignalReceiver added in the inspector. The listeners added in runtime should be triggered when the signal emitter is reached in the timeline.
Actual result: The listeners added in runtime are never triggered.
Reproducible with: 2019.4.17f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0a10, 2021.2.1.0a1 (Timeline 1.2.17 - 1.5.1-pre.3)
Could not test with: 2018.4.30f1 (Errors downgrading)
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
- 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
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
Signal receiver discovery is not automatic, as it has a cost.
You need to call RebindPlayableGraphOutputs (https://docs.unity3d.com/ScriptReference/Playables.PlayableDirector.RebindPlayableGraphOutputs.html) in order to bind the new signal receivers