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[Resolved] Additively loaded scenes are unloaded when using Activation track

Discussion in 'Timeline' started by Xaon, Dec 5, 2017.

  1. Xaon

    Xaon

    Joined:
    Feb 28, 2013
    Posts:
    62
    I have a GameObject on scene, let's call it DogObj. The DogObj is deactivated in the scene.
    When I play Timeline that uses Activation Track with DogObj my additively loaded scenes are unloaded. Then when DogObj is activated they are loaded and after active period are unloaded again. When Timeline finishes playing scenes are loaded again and DogObj is inactive like in the beginnig.
    DogObj doesn't have any scripts attached nor is referenced by anything with the exception on Timeline.
    I'm using Unity 2017.2.

    Is there a workaround? Maybe someone has implementation for a custom activation track? It would be nice to have active by default activation track.
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Do you have a sample project that demonstrates that? That is quite unexpected behavior, the default activation track only calls gameObject.SetActive().
     
  3. Xaon

    Xaon

    Joined:
    Feb 28, 2013
    Posts:
    62
    My bad. After hours of debugging I've found that I had a trigger on scene which was called when DogObj changed state (it was a Player-only trigger but DogObj had set wrong tag by mistake).