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AnimationTree forces properties to be at value in RESET track in UPDATE_DISCRETE
and UPDATE_TRIGGER
mode
#69066
Comments
This is a regression, as I did not have this problem in beta4 (and also in beta5). |
I opened the project and not sure what's the problem. How do you even play the animations? |
The animations are played by the AnimationTree and StateMachine. It's mainly for in editor, there's not code to change it at runtime. |
Doesn't look like it.
There is no spin animation. It would be helpful if you recorded some video maybe. |
I may have added that after zipping the project |
anim-bug.mp4 |
And for reference, this is what it should do (and does do in beta4) anim-not-bug.mp4 |
I also checked beta 5, and it works correctly there. |
I cannot reproduce it too. I think this problem already has been fixed in #68993. |
Oh, unfortunately that fix seems to have been merged right after the beta6 build was created, please wait for beta7. |
UPDATE_DISCRETE
and UPDATE_TRIGGER
mode
I consider this issue slightly bigger, so I pin this on issue board until beta7. |
Yeah, I just built from master (f05a55e) and it seems to work there. |
Bugsquad Edited: This problem occurs in beta6, but has already been addressed in master. There is no more need to report.
Godot version
4.0.beta6
System information
Linux
Issue description
When using multiple animations with an AnimationTree, it appears as though the RESET track is prioritized above all others.
The included MRP shows an example: The two animations, one to set visible and one to set the flip_v, do not appear to play at all, as the value is being forced. Changing the value in the RESET track will change the value it's stuck at. The spin animation works as long as it's playing (as it gets set every frame in a more continuous manner), but as soon as that animation ends, it's back to the RESET track value.
Steps to reproduce
Make an AnimationTree that uses animations that have values in the RESET track.
Minimal reproduction project (updated)
anim-bug-mrp.zip
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