Mecanim blend tree throwing multiple events in Unity 5.2

Hi everyone,

I got a huge problem since i updated to Unity 5.2.0f3.
In my animator i got some blend trees with a “Directblend type, but even if the first is set to 1 and the other to 0, it fires the same event twice (the 2 animations are exactly the same except the sprites). I didnt notice this bug before so i guess it’s the 5.2 update which does that.

Anyone has the same problem than me ? Is this really a bug, or do i have to do anything else to avoid that ?

Thank you in advance !

I’m not sure if this is the same thing but I’ve noticed this situation;

-2 animations in a blend tree.
-animation 1 is threshold 0
-animation 2 is threshold 1
-each animation has an event.
-parameter is set to 0 (animation 1 plays with no blending with animation 2)

The event from animation 2 fires along with the event from animation 1.

We’re seeing this problem as well. We’re using 2D freeform Cartesian blending. Our units are firing multiple projectiles because the event goes off several times (like 8) during the animation. This was not an issue before updating from 5.1, or at least not to this scale and consistency. It happens every single time.

I’m having this problem, with a very simple state – no blending, no transitions, etc. Just a state with a clip assigned to it. The clip has a couple of events and roughly half the time they’ll both fire twice, even though the clip only plays once.

When the events fire twice, they do so in the correct order (i.e. ABAB instead of AABB) and the second set happen the instant the clip finishes. If I add the clip’s normalizedTime to the log, it looks like this:

  • Event A: 0.6972
  • Event B: 1.004
  • Event A: 0
  • Event B: 0

This is new in 5.2 and it’s driving me up the wall.

We have similiar issues with Blendtrees , since 5.2.0 , its definitive one of the problems that came with it.

Yep! Me too! I use a simple blend tree to blend between my character’s idle animation and run animation. The run animation has one event per foot step to generate a dust particle and sound. The particle fires even when standing still with the blending parameter at 0 (should only be playing idle). I tried to fix the problem by adding an idle state, but I’m still getting misfires while blending between the two states.

I sent the issue to the Unity QA, they answered me :“We have been able to reproduce this bug and have sent it for resolution with our developers. We cannot say when the resolution will be publicly available.
I hope it will be fixed for the next update, it’s really annoying !

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I can’t find it in the issue tracker. Do you have a link you could provide?

I checked “Public Issue Tracker” but there is no way to find it currently, maybe it’s already on their TODO list ? If they publish it later on the issue tracker don’t worry i’ll post the link below.

Hi guys,

We did a fix for this yesterday, It should be available soon in a patch release

5 Likes

I was very hopeful for this fix being included in the patch release that just came out today, but it’s not there.

This is seriously hindering my workflow. Now I’m worried how much longer it’s going to take before the fix is in.

May be me to this problem…
All events execute in a blendtree’s animations.
in Unity5.2.0p1.

Yeah, because the patch didn’t have the fix in it.

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This bug, yes this bug, anyone can tell me if there will be a fix??? Really emergency really important

Bug is fixed and the next patch release should be released this week.

Thanks guys.

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It was release today
https://unity3d.com/unity/whats-new/unity-5.2.1

Hrm, I don’t see the fix mentioned anywhere in the patch notes. Guess I’ll upgrade anyways.

Can confirm that the fix is not in 5.2.1. The issue persists.

Same here, issue still there :frowning:

Same here, issue still there :((2)

plz help me!