Search Issue Tracker
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
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.
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
- Post Processing SMAA breaks when HDR mode R11G11B10 is selected and Color Space is changed
- The "UnityWebRequest.result" of the "UnityWebRequestTexture.GetTexture" method changes when accessing "UnityWebRequest.downloadHandler" texture
- Slider rounding does not allow setting certain valid numbers as Values when Low and High Values not set to default
- UI Builder Canvas has too big resizing zone on the outside of the canvas
- GetCurrentAnimatorClipInfoCount() and GetNextAnimatorClipInfoCount() return 0 when animator is in transition
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.