Animations flicker to previous state for one frame in play mode using Timeline

This doesn’t happen for every animation, but for certain animations you’ll see a flicker of a frame right when the animation starts. For example, if you have an arrow animating a path from one point to another, when the arrow animation plays it will show the end state of the full path for 1 frame, then the animation will “take over” and the arrow will reset to the initial position and play through the animation normally.

This tends to happen more when playing through a segment multiple times, but I believe it can also happen when playing for the first time and, as I mention in the title, it only happens when in play mode. I’ve tried everything – making sure all objects and renderers are disabled at the first frame of the animation but even still the flashing happens.

Has anyone experienced this? Does anyone know if I’m doing something wrong, or if it’s a bug with Timeline?

Can anyone help with this? I’ve talked to other people who have this issue… Sounds like a bug/glitch with the animation system, but does anyone know of any workarounds?

I’ve stumbled on many off by one Timeline bugs over the years, I don’t think I’ve seen that one, sorry.

Hmm, what do you mean by off by one? And how do you address them? That sounds kind of like what I’m describing, where the object is enabled one frame before the animation actually takes over.

I faced a lot of trouble trying to make many things happen simultaneously with Timeline in the past. Like having a Timeline with a camera cut and on that same frame that the cut happens, I wanted 3-4 other things to happen and some happened a frame early and others a frame late.

And I’ve sat down many times trying to figure everything out, make sure the script execution order is correct etc, but I think Unity also didn’t have a clear plan for what was supposed to happen, because for years, I would adjust and tweak everything so that things happen on the same frame and then a Unity update / Timeline update made them not sync again : I’m assuming they were fixing bugs which made my “fixes” overshoot, and every time I thought I found a method in the madness, a fix would come that would come that would confirm: there was no method, only madness.

With that said, I haven’t seen the specific bug you are describing, so I don’t have anything specific to suggest.

Haha yeah I think that’s basically what I’m experiencing here. I’m using timeline to render a movie with multiple overlapping animations. Everything works fine when I play through the animations, but when I start recording things get weird. At least it sounds like I’m not going crazy/the only one with these issues…

Hey I was wondering if you somehow figured out a solution for this? I believe I’m experiencing the same thing. I have a canvas with a couple of panels for transitions (Entry animations such as fade to black, pulling an image from the top of the screen, etc. all very basic). I keep these panels inactive so that they don’t get in the way while I edit the canvas, but in playmode when a panel is activated you can see the ‘original form’ of it before the animation takes over, as you say.

For me it only happens in playmode the first time the object is enabled, after that the animation runs smoothly everytime I activate or deactivate a panel.