Unity v5.3.1f1 - Animator not working on camera in android device - Legacy animations don't record rotation.
I made a series of camera animations using the Animator component, made transitions from one clip to another + events, all very beautiful in the editor. I hit Build & Run with a Nexus 4 device hooked by USB, using Unity Remote app and I get a blue screen. When I uncheck the Animator component on the Main Camera and build, everything is fine.
Ok, there's some sort of problem with the Animator component on the camera. Let's use good old Legacy. With previous versions of Unity, you make a cube, add Animation component, make a clip in the Animation window, rotate it - and you have an animation that rotates. This is surprisingly not so in Unity v5.3.1f1.
The rotation doesn't get recorded. Are these bugs or am I missing something. Thanks in advance.
Here is the solution: For each camera animation using rotation, right-click on the rotation property that you have key-framed in the animation window, and change the interpolation mode to "Quaternion" or "Euler angles (Quaternion approximations)". From: http://forum.unity3d.com/threads/animating-rotation-not-working-on-android-build.375078/#post-2484669 It definitely works for me, to my immense relief.
Answer by gohil-krunal-27 · Feb 01, 2016 at 09:33 AM
Thanks to @ChrisLoh
Solution: In Unity 5.3, For each Camera or Game object having animation using rotation, right-click on the rotation property that you have key-framed in the animation window, and change the interpolation mode to "Quaternion" or "Euler angles (Quaternion approximations)" instead of default mode "Euler angles".
Answer by ChrisLoh · Jan 27, 2016 at 05:25 AM
I get the same problem - camera animation works in the editor but not on Android.
The animator on the camera (which contains method triggering events) shows only blue screen during the animation on my Galaxy Note 3. At the start and end of the animation, the camera shows the entire scene - just not during animation.
How do we get the Unity team to address this issue?
I'm using USB and just Unity's internal Build & Run.
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