[By Design] Modifying the "GravityWeight" curve using `PropertyStreamHandle` does not actually affect the gravity being applied to the character.
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Updated
Jun 9, 2023 - C#
[By Design] Modifying the "GravityWeight" curve using `PropertyStreamHandle` does not actually affect the gravity being applied to the character.
[Fixed] When the `AnimationScriptPlayable` (asp) is output to an `AnimationLayerMixerPlayable` (_layerMixer) and the `singleLayerOptimization` parameter is set to false when creating the _layerMixer, modifying the alpha in the asp job (refer to the code in the "ModifyBoneTest.cs") does not take effect.
[Avoidable] [Won't Fix] When the effective weight of AnimationScriptPlayable is not 1, the PropertyStreamHandle within it does not take effect.
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[Won't Fix] When `animator.applyRootMotion` is set to `false`, calling `animator.BindStreamTransform(animator.transform)` can cause the character's transform to become abnormal.
[Avoidable] [Won't Fix] Paused Playable starts playing when a GameObject's visible state is changed and Animator::SyncPlayStateToCulling() is called.
[Avoidable][Won'tFix] When the PlayableGraph is in Manual update mode and playing, changing its update mode to non-Manual will not cause the PlayableGraph to continue running.
[Avoidable] [Won't Fix] The effect of changing the time on RootMotion isn't eliminated when calling SetTime method twice on an AnimationClipPlayable.
[Fixed] According to Unity's Script Reference, "The frameId is incremented by `1` for every call to Playable.PrepareFrame." However, when manually evaluating a PlayableGraph, the frameId is incremented by `2` for every call to Playable.PrepareFrame.
[Won't Fix] The Animation Event will be triggered twice in certain situations.
[By Design] Modifying the position/scale property through 'TransformStreamHandle' does not take effect when using Humanoid animation.
[Avoidable] [Won't Fix] `ProcessRootMotion` and `ProcessAnimation` methods of the AnimationJob will not be executed if the `AnimationScriptPlayable` is output to a `ScriptPlayable` and it’s not the first(at index 0) input of the `ScriptPlayable`.
[By Design] The property of a component becomes read-only after it is bound to a `PropertyStreamHandle`.
After setting the time of the AnimationClipPlayable, the time of the AnimationClipPlayable will not automatically advance in the next frame.
[Won't Fix] Animation Playable is affected by both Time.timeScale and Editor execution mode, which can result in inconsistent behavior.
[Avoidable] [Won't Fix] GameObject does not stop moving when being moved by an `AnimationClipPlayable` and the `AnimationClipPlayable` is paused.
[By Design] The paused animation job continues to execute the `ProcessAnimation` and the `ProcessRootMotion` methods.
[My Fault] The rotation data given by the `Animator.angularVelocity` property does not match the rotation data given by the `Animator.deltaRotation` property.
WorkItem Management Framework
[Avoidable] [Won't Fix] Modifying the `velocity` property through `AnimationStream` does not take effect as expect when using hunamoid animation.
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