Search Unity

Bug Sequence Clip's PlayableDirector doesn't enter "Stopped" state when it's the only unmuted track.

Discussion in 'Timeline' started by Invertex, Feb 23, 2023.

  1. Invertex

    Invertex

    Joined:
    Nov 7, 2013
    Posts:
    1,550
    I have a Sequence Timeline that has several Sequence tracks, each with their own single Sequence on them.
    I need to listen to each one's
    director.stopped
    event to trigger behaviours and simplify production.

    This event gets called fine after the time has passed the clip, as long as there are other clips on the current graph that can be activated. But as soon as other potential clips are muted, it no longer triggers this
    stopped
    state of the clip.

    Example:


    This seems like it must be a bug, right? The clip has been passed in time, why should it matter if other clips are muted for it to enter the
    stopped
    state?
     
  2. JunL_Unity

    JunL_Unity

    Unity Technologies

    Joined:
    May 28, 2020
    Posts:
    18
    Hello, it's me again (again). That is very strange and definitely a bug. I tried it out on my side but I can't seem to replicate it, can you please log this through the editor? I'm very curious to take a look and see what's causing it