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Animator deltaPosition now always 0 without applyRootMotion ?

Discussion in '2018.3 Beta' started by ibbybn, Nov 13, 2018.

  1. ibbybn

    ibbybn

    Joined:
    Jan 6, 2017
    Posts:
    193
    Just switched from 2018.2.15 to 2018.3.09 and my character controller doesn't work anymore.
    I'm disabling the animator and calling it's update myself but more importantly I was using the deltaPosition and deltaRotation to drive the characters rigidbody with forces and always have applyRootMotion off.
    Now after the switch deltaposition and rotation are always 0 even if I set applyRootMotion right before catching deltaposition and disabling it afterwards.
    How can I get to the animations root T and Q data without using the animators rootmotion now?

    Not sure if a bug or intended behaviour so no bug report yet.
     
  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    That look like a bug to me, the behaviour should not change.

    Could you please log a bug?
     
  3. ibbybn

    ibbybn

    Joined:
    Jan 6, 2017
    Posts:
    193
    Just logged it under 1102555
     
    LeonhardP likes this.
  4. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    ibbybn likes this.
  5. ibbybn

    ibbybn

    Joined:
    Jan 6, 2017
    Posts:
    193
    QA got back with a workaround or rather the now correct way of doing this:

    All you have to do is to handle rootmotion via script by adding OnAnimatorMove() and the deltaPosition and rotation are calculated again. Even if you don't use ApplyBuiltinRootMotion () then.
     
    LeonhardP and hippocoder like this.