Mate-Engine/Assets/UMotionEditor/Manual/KnownIssues.html
shinyflvre 091ae7be88 Public Release X3.0b
# MateEngine X3.0

## Windows and Taskbar Sitting Rewrite

* Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look.
* Transitions between dragging and sitting are smoother.
* Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs.
* You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later.
* The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens.
* You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves.

## Feed System (Alpha)

* Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature.
* When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have!

## Drag Smoothing

* Dragging the avatar feels smoother and more stable.
* A light smoothing effect was added to make dragging natural without noticeable delay.

## Taskbar Sitting Changes

* The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**.
* This prevents visual overlap from other UI while sitting.
* Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting.

## Animation Changes

* Minor rotation adjustments to dragging animations.
* Improved transition timing for intimate animation for smoother flow.

## Minecraft Integration

MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories.

### How it works

* Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network.
* MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations.
* Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage.

### Examples of reactions

* Day start: cheerful wake-up
* Night start: reminder to stay safe
* Nearby mobs: instant warnings for creepers, zombies, etc.
* Low health or hunger: worried or encouraging lines
* Crafting: excited comments
* Weather: reactions when rain starts
* Death: sad or comforting messages
* Biome discovery: happy or curious reactions
* Eating: cheering during meals
* Killing mobs: victory reactions

### Requirements

* Minecraft 1.21.10
* Forge Mod Loader
* MateSignal installed and integration enabled in MateEngine

## Dance Player Update

* Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion.

## Hand Tracking Changes

* Hand tracking is more accurate to the mouse position.
* Reduced activation zone to prevent unwanted tracking on smaller avatars.

## Buy Option

* Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build.

## Bug Fixes

* Avatars no longer attach to windows or the taskbar while custom dances are active.
* Fixed avatar disappearing after sitting on minimized windows.
* Fixed incorrect positioning when a window closes.
* Fixed teleport when a window is maximized.

## Internal Changes

* Removed unused code to reduce missing script warnings.
* General cleanup and small performance adjustments.
2025-11-01 10:12:19 +01:00

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<h1 class="headline1" id="">Known Issues</h1><p class="textBlock">This page lists all known issues that can't be fixed. These issues are usually related to a specific Unity version.</p><h2 class="headline2" id="Issue01">Issue 01: Shortcuts in Context Menus and Menu Bar not displayed</h2><p class="textBlock">In Unity 5.3 shortcuts aren't displayed correctly in context menus and in the menu bar of the Clip Editor. This is due to a bug in that Unity version and is fixed in newer Unity versions.</p><h2 class="headline2" id="Issue02">Issue 02: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue03">Issue 03: In the Animation Event window the tooltip of the warning icon is not working correctly.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue04">Issue 04: Humanoid export produces visible differences.</h2><p class="textBlock">This known issue no longer exists as the related Unity version isn't supported any more by UMotion.</p><h2 class="headline2" id="Issue05">Issue 05: Fixed since UMotion V1.02.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.02.</p><h2 class="headline2" id="Issue06">Issue 06: Fixed since UMotion V1.04p10.</h2><p class="textBlock">This known issue no longer exists as it is fixed since UMotion V1.04p10.</p><h2 class="headline2" id="Issue07">Issue 07: Bones not displayed correctly in Unity 2017.3 and 2017.4.</h2><p class="textBlock">When "allow HDR" is true on the Main Camera in the scene and Scene Lighting is enabled in the Scene View --&gt bones are not rendered correctly in Unity 2017.3 and 2017.4 due to a bug in that Unity versions. This bug was reported to Unity and is patched in Unity 2018.1. As a workaround, UMotion automatically disables the Scene View lighting when a GameObject is applied to the Pose Editor. It restores the original Scene View lightning state as soon as the GameObject is removed from the Pose Editor.</p><img src="images/KnownIssue07.png"></img><h2 class="headline2" id="Issue08">Issue 08: Unity's Preview window is displaying only a small part of an exported animation.</h2><p class="textBlock">If Unity's Preview window is detached from the Inspector window it can happen that it displays only the first few frames of an animation even though the animation is exported correctly. As soon as the Inspector window get's in focus again, the Preview window is also displaying the whole animation correctly again.</p><h2 class="headline2" id="Issue09">Issue 09: Related to a Unity version not supported anymore.</h2><p class="textBlock">This known issue only occurred in an old Unity version that isn't supported anymore.</p><h2 class="headline2" id="Issue10">Issue 10: Root motion not applied correctly in Unity Timeline.</h2><p class="textBlock">In Unity 2017.3 and below, Unity Timeline isn't applying root motion of humanoid animation clips correctly. The root motion can be slighlty more or less than the real root motion (how it would be applied by Unity's Animator Component). This bug is fixed in Unity 2018.1 and above (see <a href="https://issuetracker.unity3d.com/issues/timeline-object-with-animation-ends-up-with-a-position-offset-when-used-in-a-timeline" class="link">Unity Issue Tracker - Case 927718</a>). You might notice this difference when editing an animation clip of Unity Timeline with UMotion as UMotion is previewing the animation with the correct root motion.</p><h2 class="headline2" id="Issue10">Issue 11: Tool assistant window not displayed in scene view.</h2><p class="textBlock">Due to a Unity bug in Unity 2021.2, tool assistant windows (like the muscle groups window) aren't displayed in the scene view. Please downgrade to Unity 2021.1 or keep using UMotion without the tool assistant windows until a fixed Untiy version becomes available.</p>
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