Fixed in 2023.3.0b5.
When manually evaluating a PlayableGraph, the FrameData.frameId
is not consecutive.
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.
Note:
- In the
PlayableGraph::Evaluate
method, theBumpFrameID
method is called twice, causing this issue. - https://docs.unity3d.com/ScriptReference/Playables.FrameData-frameId.html
- Open the "Sample" scene.
- Enter Play mode.
- Observe the content of the logged messages in the Console window.
Expected output: frameId - lastFrameId = 1.
Actual output: frameId - lastFrameId = 2.