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Animation Window Keyframes Disappear When Entering Play Mode

Discussion in 'Animation' started by avive_jellybtn, May 15, 2018.

  1. avive_jellybtn

    avive_jellybtn

    Joined:
    Jul 24, 2016
    Posts:
    3
    Hi @ Unity Forum,

    One of our technical artists has bumped into a very strange issue while editing an animation.
    He simply started by editing an existing animation in the Animation Window and then hit the Play button.
    Immediately after clicking Play a part of the the animation window keyframes disappeared.
    It seems like some sort of a mask is hiding them because some of the keyframes are only partially visible and playing around with the zoom of the animation window can hide/show keyframes.
    The issue reproduces on Unity 2017.3.1p1
    I've attached a video and a screenshot that demonstrates the issue.


    Anyone else bumped into this issue?

    Thanks,
    Aviv.
     
    Michaela_Human likes this.
  2. Michaela_Human

    Michaela_Human

    Joined:
    Jan 10, 2014
    Posts:
    5
    This keeps happening to me too! If I shut unity down and reopen it the keyframes reappear until I press play again!
     
  3. Michaela_Human

    Michaela_Human

    Joined:
    Jan 10, 2014
    Posts:
    5
  4. simonbz

    simonbz

    Unity Technologies

    Joined:
    Sep 28, 2015
    Posts:
    27
    Hi,

    We're looking at the bug on our side. There seems to be issues with the rendering context when switching to play mode and it affects the animation window in this case. This is a refresh issue and it shouldn't mess up your curve data otherwise.

    You can refer to the link posted in this thread to follow up on the progress :)
     
  5. greg_unity239

    greg_unity239

    Joined:
    Dec 7, 2017
    Posts:
    1
    This Issue appears to have resurfaced In 2017.4.13
     
    protopop likes this.
  6. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    876
    Me too in Unity 2017.4.13

    The keyframes disappear when i press play.

    Does anyone know if its fixed in a newer version of 2017.4?
     
  7. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    876
    I found the issue and talk about it here: https://forum.unity.com/threads/whi...h-timeline-and-keyframes.583639/#post-3894568

    Here's a copy paste:

    If your Main Camera is not at 0,0,0 position and rotation, when you press play, the animation curves will not show in timeline.

    The more offset from 0 the initial camera position is, the more the curves will be obscured.

    This must be the problem described on this thread: https://forum.unity.com/threads/animation-window-keyframes-disappear-when-entering-play-mode.531549/ where the curves are obscured to varying degrees

    Resetting your camera to 0,0,0 solves the problem, but that isnt always possible in most setups.

    For example, CinemachineBrain might force your camera into a starting position other than 0,0,0. You can disable the CinemachineBrain script on your camera to allow you to reset the transform (you cant do this while the script is active becaue it forces the position to a chosen position), then press play to get your curves back until you enable the cinemachine script again or move the camera.

    So this is pretty harmful to the workflow and im not sure what the solution is, but maybe this will help find a solution?
     
  8. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    876
    Here's a screenshot curves.jpg
     
  9. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    876
    One more note - the position of the animation window display in the timeline is offset by the same offset as the camera position, so in this screenshot the camera is at x 100 y 100, and the curves are actually moved over by x 100 and up by y 100 - the display position and camera position are linked

    offest.jpg
     
  10. Sethhall01

    Sethhall01

    Joined:
    Jul 17, 2018
    Posts:
    1
    How are the keyframe visibility issues still not resolved??? This is a severe workflow issue. Absolutely terrible!!!

    I am using Unity 2018.2.13

    I have to play the game in order to see the changes of what I'm working on. Workflow goes like this, at present...

    Play the game, review it, take notes on what needs to be addressed.
    Stop playback of the game.
    Save my scene.
    Close Unity.
    Re-launch Unity.
    Tweak my keyframes based on notes.
    Play the game, rinse, repeat.

    Seriously? This is ridiculous bullshit. It is taking me hours upon hours to complete my work because I have to keep closing unity after every playback of the game.

    Please fix this!!!!!!!!!!!!!!!!
     
    Last edited: Dec 4, 2018
  11. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    876
    Do the curves come back in the ui if you move your camera position to 0,0,0 and disable the timeline temporarily so that it does not start the camera at a position other than 0,0,0?