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Timeline Wrap mode set to none but when timeline force stop by code, model hold still instead t pose

Discussion in 'Timeline' started by Suika, Mar 15, 2018.

  1. Suika


    Nov 19, 2013
    In play mode.

    Timeline Wrap mode set to "none" but when timeline force stop by code, model hold still instead t pose (Like Wrap Mode "Hold").

    Is that a bug? If not, how to set model back to t pose in play mode when timeline stop by code and wrap set to None?

    morita-esw likes this.
  2. seant_unity


    Unity Technologies

    Aug 25, 2015
    It's technically by design, as the animator doesn't update unless told to by a timeline or controller, although there are cases where you would want to revert the pose/state of an animated object. I don't believe there is a 'default pose' stored on the object in Playmode to revert to.

    There are a couple things you could try
    • Animate a copy of your object and hide the original.
    • Make an animation clip of your default state, and use a controller or playables (or simple animation) to reset after the timeline is done.
  3. taylank


    Nov 3, 2012
    May I recommend a proper inspector option to revert for PlayableDirector? Without a revert option, the reusability of timeline assets at runtime becomes questionable because each one of them leaves the scene in a different state, and thus affects the playing of the next one. With due respect, the options you recommend are unnecessary workflow friction to compensate for something that should be a regular feature.