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Won't Fix

Votes

0

Found in

2021.3.44f1

2022.3.50f1

6000.0.23f1

Issue ID

UUM-83892

Regression

No

Root motion is not reapplied when transitioning from an animation without root motion to an animation with root motion

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How to reproduce:
1. Open the attached “IN-83700” project
2. Open the “DebugRootMotion” scene (Assets → Res → Roles → Debug)
3. Enter Play mode
4. Observe the character moving animation in the Game view
5. Press spacebar
6. Observe the character moving animation in the Game view

Expected result: After the attack animation is finished, the character will continue moving horizontally with the walking animation playing
Actual result: After the attack animation is finished the character is playing the moving animation but it is not moving horizontally on the screen

Reproducible in: 2021.3.44f1, 2022.3.50f1, 6000.0.23f1

Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested

Note: After the attack animation is played in the “牛头Model 1” animation controller, when changing the blending mode of the “Move Layer” layer from “Override” to “Additive”, and then back to “Override”, the character starts moving again.

  1. Resolution Note:

    This is not a bug but rather an issue with how the State Machine is setup. The problem is with the Action Layer logic. Here are some guidelines to help you get the expected result.
    - Make sure the Empty State has no clip assigned (None), not “”牛头@HeavyAttack1
    - Rename “牛头@PickUp” State to “Attack”
    - Replace ”牛头@PickUp” clip in Attack State with “牛头@HeavyAttack1”
    - In the Empty->Attack transition, remove “Has Exit Time” option and add “HeavyAttack” Condition
    - In the Attack->Empty transition, remove all Conditions and leave “Has Exit Time” option
    - RMB-Click on the Empty State and “Set as Layer Default State”
    If you you do this, you will see that at runtime, the character walk, attacks when triggered, then returns to the walk with root motion displacement.

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