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Scaling animation issue on build.
Hello.
I have a character mesh composed of a head shape, two eyelid shape and two eyes.
They are like this in the hierarchy :
Character Mesh
Head
Eyelid left
Eyelid right
Eye left
Eye right
A do a simple "drop" animation, where the character drop on the ground, bouncing once, changing its position for the bounce and its scale for a cartoonish bounciness. I only animate the "Character Mesh" transform components for this.
On the Unity Editor, all is fine, changing the transform squish the children properly.
But when I'm doing a PC build and try it, the Head component is absolutly not scaled. :/ All the other components are moved and scaled properly, except for the head.
I tried playing with the animation compression, turning it on/off.
I tried changing all keyframes tangents to Linear.
I tried changing and removing the Avatar.
I tried renaming the head component by something else, as I though it would act as a keyname for character rigging.
But nothing works. I'm out of idea and it gives a reaaally nasty effect, with the eyeballs going inside the skull. :(
Does anyone have an idea of what could produce such behaviour?
I noted the scaling produce a different issue on Android device.
It just scale perfectly fine but mess up the UV, giving the shape a weird white material on 70% of the surface.
I read on the Animation $$anonymous$$anual that animating scale is costly performance wise, but should it be that costly at the point it mess out the animation?
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