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Bug AnimationClipSettings.stopTime not taking into effect unless Unity is restarted.

Discussion in 'Animation' started by mrkotfw, Sep 6, 2020.

  1. mrkotfw

    mrkotfw

    Joined:
    Oct 27, 2012
    Posts:
    10
    Version: 2018.4.26f1
    Code (csharp):
    1. var animationClipSettings = AnimationUtility.GetAnimationClipSettings(animationClip);
    2. animationClipSettings.startTime = 0.0f;
    3. animationClipSettings.stopTime = _stopFrameCount / animationClip.frameRate;
    4. AnimationUtility.SetAnimationClipSettings(animationClip, animationClipSettings);
    5. EditorUtility.SetDirty(animationClip);
    6. AssetDatabase.CreateAsset(animationClip, path);
    7. AssetDatabase.SaveAssets();
    8. AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
    If I open the animation file in my editor, I can see
    m_stopTime
    set correctly. However, in the inspector window, it's still the old value. If I restart Unity, it works.

    If the value is say, 0.0333335, I just change it to 0.033334 in my text editor (so Unity sees the change), and I can see the changes.
     
    Last edited: Sep 6, 2020
  2. Kybernetik

    Kybernetik

    Joined:
    Jan 3, 2013
    Posts:
    2,554
    I've seen the something similar when marking animations as looping/not, except that it actually shows the correct value in the Inspector but then ignores the change in Play Mode until Unity is restarted.

    Did you report a bug?
     
    mrkotfw likes this.
  3. mrkotfw

    mrkotfw

    Joined:
    Oct 27, 2012
    Posts:
    10
    I've seen those posts, I believe. I'll do that now.