Hello,
I’v got a strange issue, and after several test and search I’ve found nothing to correct this issue. So I hope someone can help me.
The issue is when I switch off the preview mode in timeline, some objects that I animated don’t revert to the original transform. They keep the last value from the current frame of the timeline. By the way, when the preview is on, the rotation value isn’t blue (see picture).
Is there some one have the same issue, and know how to correct it?


Thanks in advance
Thanks for the post – I think you’ve uncovered a bug in our previewing system. Assuming the clip on the animator is typical of what is being previewed, I think the culprit is the Euler-only rotation not being picked up.
Could you submit an bug with a repro project (Help->Report a Bug…)?
A quick workaround would be to add a recorded clip that animates the rotation to a track, either as a base track or as a second animation track that occurs before the one animating Verin.
Hello,
Some detail to reproduce the issue AND the solution.
For info, I use Unity 2019.2.7
1 - Create an empty gameobject and create a child object (like a cube)
2 - Create a timeline and add an animation track for the empty gameobject
3 - Add rotation curve for the child object (from 0° to 90°)
4 - Stop preview mode in middle of the clip and the cube don’t revert to the original position AND check that the rotation values aren’t blued.
Solution
But here the solution to avoid this issue
In the rotation curve properties select the “Euler Angle (Quaternion)” mode in interpolation menu and every works as expected. (See picture)
With all this info, i don’t know if it’s a real Unity bug. If yes, i can create a bug report.
Hope that can help
That would be a real bug, thanks for the easy repro steps!