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When multiple AnimationTree
s are active in the same scene only the last AnimationTree
result is applied
#80951
Comments
AnimationNodeStateMachine
using the same AnimationPlayer
before the last in the scene tree's order of nodes fails to work when active.
AnimationNodeStateMachine
using the same AnimationPlayer
before the last in the scene tree's order of nodes fails to work when active.AnimationTree
s are active in the same scene only the last AnimationT is active
Probably this is the expected behavior, but I guess you could propose an option like |
AnimationTree
s are active in the same scene only the last AnimationT is activeAnimationTree
s are active in the same scene only the last AnimationTree
result is applied
If you want to apply both results of the two Trees, then this issue is exact a duplicate of #80971. |
Yeah, just realized that this issue is probably directly caused by #80971 since both animation trees are using the same anim-player and once the second anim-tree tries to run an animation, the unused parameters (across the anim-player being used) of the animation run within the second anim-tree are forced to be reset and this overrides the first anim-tree trying to animate anything. This is hard to explain concisely. |
Godot version
4.1
System information
Windows 10
Issue description
Just noticed that I can no longer use the same
AnimationPlayer
across multipleAnimationTree
s like I could in 3.X and I thought it was worth mentioning.Here is a test scene, one AnimationTree handles the colorrect changing color, the other handles the colorrect changing the color's alpha value. note how the next animTree to become active overrides the cycle being run by the last animTree.
I've found that priority of which animation tree is allowed to work is based on the order of the nodes in the scene tree (last having a higher priority).
I can fix this by having an animation player for each animation tree though I didn't need to do this in 3.X.
Steps to reproduce
Set the
anim_player
property of twoAnimationTrees
(usingAnimationNodeStateMachine
as theirtree_root
property ) to the sameAnimationPlayer
and try to run them both at the same time.What is being animated doesn't seem to matter.
Minimal reproduction project
Test.zip
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