Timeline preview in scene mode shows a different result from playmode

Hi, I’m trying to animate a character to move from point A to point B. However, my character model is nested under a parent gameobject. This seems to cause issues with timeline preview, causing recorded translations to the transform component to be duplicated to the child character gameobject as well. This creates the effect of my character travelling twice the desired distance. Attached below are screenshots to better illustrate my point.


I’ve animated both characters via timeline to move from (0, 0, 0) to (0, 0, 2). The non nested character shows the correct position for my character to be in.

The red tinted character however has traveled twice the distance. The position of the parent gameobject is correct as shown in the screenshot.


However the child of my nested character seems to have it transform animated as well with the exact same values as its parent, thus causing it to appear as if travelling twice the desired distance.

When I play the game, the cutscene works as intended. But the timeline shows me otherwise. Where have I gone wrong and how do I get the timeline to show the correct preview?

That’s definitely odd. Does the same thing happen if you use override tracks (found in the track context menu) to record the new root translation instead of two separate tracks? Using two Animation Tracks in timeline on the same object does not always show the correct preview, but override tracks do. That might be the issue.

Yup, the same thing happens with override tracks.

I also tried removing the translation animation tracks and animating with just animation clips. This too had the same result.

I then tried changing the track offset mode to “Apply Scene Offsets” and animating from (0, 0, -2) instead, letting the characters walk forward via animation track. This time, the cutscene in playmode matched with what was previewed in the Timeline. However this also meant that the nested character’s animation now starts at (0, 0, -4). instead of (0, 0, -2).

I really need my character to be nested under a parent gameobject but I’m really out of ideas :cry: