Timeline Events and animations bugged
complete
Lhun
Please check the following two worlds:
"Office Music Video" by @MomoTheMonster
and PKCZ VR ChamberZ by myself and VR Hikky (virtual market)
These two worlds rely on Udon control of Timeline advance and start, and have several animation triggering events.
In Momo's case I believe the timeline is entirely driven by a single audio track and the animations follow along.
In my case, things are a bit complex. There are timeline drivers, animations that follow traditional animation sets, audio timed to DSP clock that drives the animation sets, and a video player (that is not providing audio).
Unlike other issues in the canny, this is not video player related, as that function is otherwise fine, (though I believe it's advanced to the last sequence in the animation).
I've enabled debugging tools on my personal copy of the ChamberZ map if you want to take a look.
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Tupper - VRChat Head of Community
complete
Fixed in 1120, requires a reupload.
Momo the Monster
Merged in a post:
[1116] Timeline directors do not play audio tracks
Lhun
If you are using audio in a timeline audio source (like picture attached) with a track directly defined in the timeline (but not on the audio source game object itself) it will not play audibly when a timeline is ran.
This is especially problematic if you are using an audio track to synchronize many animators and animations.
This does work, however, in editor (and cyanemu).
Momo the Monster
in progress
Fixed in next version of SDK. The issue was that Unity moved all Timeline code into a separate assembly which was not included by IL2CPP, so timelines didn't work in general.
Momo the Monster
Lhun - I can confirm that migrating the project and re-uploading with the 2019 SDK fixed the issue for my world. Unfortunately, the PlayableDirector seems to lose its reference to the timeline asset when loading a 2018-published assetbundle in 2019. Not sure if we'll be able to fix that automatically, so a re-upload is probably the best course.
Lhun
Momo the Monster: based on our conversation the other day, you may also want to double check if active timelines that are not set to "play on awake" are still taking control of animators and animation states without first being called directly by udon scripts or other things. If that's what you mean by playabledirector losing it's reference when migrated to the new unity version, that probably makes some sense.
However in my case: even after replacing the playable director reference in a 2019 build in editor after a full migration to 2019, it still had that unusual behavior of firing enabled animations - ignoring the director, unless the playabledirector is explicitly first played, played on enable, or paused immediately after loading.
If just a re-upload fixed yours, I wonder if there's a better/more preferred method to set up playable directors when a scene is loaded in VRChat to avoid making explicit companion animations or arrays of game objects with set delays or something - I believe we discussed that as a workaround/needed.
It's same thing happening to some video player implementations I think.
Thanks for looking into it!
Ruuubick - Designer
tracked