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Animation in timeline won't play in build (loaded by Addressable System)

Discussion in 'Addressables' started by huzhangyang, Jan 14, 2020.

  1. huzhangyang

    huzhangyang

    Joined:
    Sep 7, 2014
    Posts:
    25
    I'm not sure what might be the cause of this issue, if it is because of Unity version, animation system, timeline system or addressable.

    So I have a timeline contains only an animation clip (character attack animation), and it worked as a charm in editor, but in build the animation won't play. The playable asset is loaded by addressable asset system. I checked the following things:

    1. The animation clip and the playable asset is loaded into memory, according to profiler.
    2. The signal on playable is fired and received correctly so the game can proceed but only the animation was somehow skipped.
    3. I tried different timeline package version and addressable package version but no luck.

    Build is on Windows X64, Mono backend.
    Unity 2019.3.0f1-f5
    Timeline Package 1.2.6~1.2.10
    Addressable Package 1.3.8~1.5.0
     

    Attached Files:

  2. huzhangyang

    huzhangyang

    Joined:
    Sep 7, 2014
    Posts:
    25
    Update : This seems more likely because of Addressables. The animation plays when I choose "Use Asset Database" or "Simulate Groups" in Play Mode Script setting, while at "Use Existing Build" the animation won't play.
    Addressable Package 1.5.1

    Edit: This is really strange because I now find that it is because the binding to animator is lost when I play the playable. This only happens in "Use Existing Build" in Addressable settings or actual build. Also when I manually set the binding back and play the same playable, the animation plays as normal.
     
    Last edited: Jan 17, 2020