Hmm.. As far as I understand, the problem here is not in the order which they update, but rather the order in which FinalIK initializes and PlayCutsceneOnStart call Play() on the target assigned cutscene ( which both happen on Start() ).
I think that the problem can also be solved by yielding one frame in the Start() function of PlayCutsceneOnStart.cs like so:
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usingUnityEngine;
usingUnityEngine.Events;
usingSystem.Collections;
namespaceSlate{
[AddComponentMenu("SLATE/Play Cutscene On Start")]
publicclassPlayCutsceneOnStart:MonoBehaviour{
publicCutscene cutscene;
publicUnityEvent onFinish;
IEnumerator Start(){
yield returnnull;
if(cutscene==null){
Debug.LogError("Cutscene is not provided",gameObject);