By the way, is there a particular reason you want to animate the active state through an animation clip
Oh, animating the active state was just the simplest example I could easily make to demonstrate the issue, and how SMRs have issues where plain MeshRenderers do not. I don’t actually animate IsActive this way. (I discovered the SMR issue when I was animating Blend Shapes in an animation clip, for example.)
So, to be very specific about what I was really doing, I had an Animator Track on my character, which played various Animation Clips that animated the blend shapes on the SMR. I found that if I played all the way through the clip, the blend shapes were applied, and reverted, properly. But if I played part-way into the clip, and then clicked out of it, the blend shapes wouldn’t revert to the original values. I initially though this was a blend shape issue, but then found this behavior applied to basically any properties on an SMR object.
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