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By Design
Votes
0
Found in [Package]
1.6.5
1.8.4
Issue ID
TB-220
Regression
No
Timeline clip length is not calculated correctly when in "Based On Clips" Duration Mode
Reproduction steps:
1. Open project “My project (44).zip”
2. Open “SampleScene”
3. Enter Play Mode
4. Observe the “Square” GameObject through the Game view
Expected result: When the animation ends the GameObject returns back to its previous position (0,0,0)
Actual result: When the animation ends the GameObject *does not* return back to its previous position (0,0,0)
Reproducible with: 1.6.5 (2021.3.29f1), 1.8.2 (2022.3.77f1, 2023.1.9f1), 1.8.4 (2023.2.0b5)
Reproducible on: macOS Ventura 13.2.1 (Intel), Windows 11 (by the reporter)
Not reproducible on: No other environment tested
Notes:
- Also reproducible in Standalone Player
- Post Extrapolate for the “Square” GameObjects animation clip is set to None (Window\Sequencing\Timeline\NewAnimation)
- According to the documentation - when Post Extrapolate is set to none, in the gap after the selected Animation clip, the GameObject uses its transform, pose, or state from the scene (0,0,0): [https://docs.unity3d.com/2018.2/Documentation/Manual/TimelineGapExtrapolation.html|https://docs.unity3d.com/2018.2/Documentation/Manual/TimelineGapExtrapolation.html]
- The Timeline clip is not fully processed to the end due to the calculation for “Timeline\Options\Duration Mode\Based on clips” being wrong
Workaround: manually setting the length of the Timeline by setting “Timeline\Options\Duration Mode\Fixed Length” and dragging the end of the Timeline further than the end of the last track
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Resolution Note:
The timeline finishes (Duration Mode irrelevant in this case) and the Animator Controller takes over, moving the square into the position that it is in at the end. Removing the Animator Controller from the Animator component remedies this and the square resets as expected.