Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

OneShot animation in AnimationBlendTree couldn't get back to an original animation when key update mode is discrete #90897

Closed
takanan opened this issue Apr 19, 2024 · 1 comment

Comments

@takanan
Copy link

takanan commented Apr 19, 2024

Tested versions

  • 4.2.1.stable and 4.2.2.stable

System information

Godot v4.2.2.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 17 Apr 2024 15:20:28 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 550.67) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

Issue description

  • When OneShot animation ends, it fails to fallback to an original animation
a.mp4
  • This doesn't happen when key update mode is set to continuous
b.mp4

Steps to reproduce

  • create two animations with discrete keyframes
  • create AnimationTree with BlendTree root
  • create OneShot node and connect two animations
  • fire it

Minimal reproduction project (MRP)

sample.zip

@TokageItLab
Copy link
Member

Already fixed in 4.3 by CallbackModeDescrete property.

@TokageItLab TokageItLab closed this as not planned Won't fix, can't repro, duplicate, stale Apr 20, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants