An AnimationPlayer controlling another AnimationPlayer ignores the first loop of the animation
Tested versions
- Reproducible in: v4.3.dev6.official [89850d553]
- Not reproducible in: v4.3.dev5.official [89f70e98d]
System information
Godot v4.3.dev6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i3-10105 CPU @ 3.70GHz (8 Threads)
Issue description
The issue arrises from the setup I mention in https://github.com/godotengine/godot-proposals/discussions/9712
For abstract: I'm using an AnimationPlayer that controls another AnimationPlayer to add tracks to an imported animation without modifying it.
Steps to reproduce
- Set an AnimationPlayer with a looping Animation (either created in editor or imported).
- Set another AnimationPlayer with another Animation, with an Animation Playback Track that triggers the Animation in the first AnimationPlayer. Make this second animation also a looping Animation.
- Play the Animation from the second AnimationPlayer (the one that controls the other one with an Animation Playback Track).
Result: Playing the Animation from the AnimationPlayer that controls the other one will result in the initial pose frozen until one loop is completed. Afterwards the animation loops correctly.
This is a regression in Godot v4.3.dev6.
Minimal reproduction project (MRP)
Note: I initially encountered the issue with an imported animation from an FBX. While it is not evident with the cube I used in the minimal reproduction project above, I assure you that it is not simply the animation not playing, instead that the initial pose is held.