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After setting the time of the AnimationClipPlayable, the time of the AnimationClipPlayable will not automatically advance in the next frame.

Home Page: https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-52903

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animation bug bug-tracker playable unity3d

unity-bug-report-playable-in-55532's Introduction

Unity-Bug-Report-Playable-IN-55532

About this issue

After setting the time of the AnimationClipPlayable, the time of the AnimationClipPlayable will not automatically advance in the next frame.

NOTE: I set the time of the AnimationClipPlayable in the PrepareFrame method of a ScriptPlayable, and the AnimationClipPlayable is a child node of the ScriptPlayable. According to the rules of Playables, at this point, the PrepareFrame and ProcessFrame methods of the AnimationClipPlayable should not have been executed yet, so the impact caused by SetTime should theoretically be consumed in this frame and should not carry over to the next frame.

How to reproduce

  1. Open the scene Test.
  2. Enter Play mode.
  3. Select the GameObject "SKM_Manny" in the Hierarchy, expand the "SyncTimeTest" component in the Inspector.
  4. Click the "Sync Once" button in the Inspector.
  5. Observe the console output. Expected result: The results of GetTime in two consecutive PrepareFrame outputs are not equal. Actual result: The results of GetTime in two consecutive PrepareFrame outputs are equal.

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