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Network Animator error on Client: [DestinationState To Transition Info] Layer (0) does not exist! #2828
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We are facing the same problem. It's been debugging the info because you probably use a blend tree on your animation, and i don't know why but it's trying to access to a state(0) on that blend tree when an animation end and go from inside the blend tree to outside of it. It's like you can't use blend tree on animators or you'll have tons of warnings around, which is not so nice :\ |
Using ver 1.8.1 issue still exists.
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Update: I am also using Blendtree + ServerAuth = true |
This could be an issue with (maybe?) a transition back to no state on Layer 0 and the original design was expecting some form of registered transition. @marcobethkeskyered @colbydane Before I go and just remove that error message (i.e. it might be a perfectly valid combination and no reason to log any message), the animations are playing/synchronizing correctly and the issue is just the spam of the message? |
In my particular case, the animation plays but is not visible to other parties, only the local player. |
For me everything acts as expected, except for the error log. |
Generally speaking, that error message is logging because there was some form of transition to Layer 0 with no destination state (or there are no defined Animator transitions from say like Layer 2 to Layer 0 so that table can be built during editor to runtime/entering play mode build/serialization). @ducksplash @colbydane |
I also have found this issue. While at first it looked like everything is working as expected, I noticed that animation at moments I get this error is not perfect (like it skips a transition for character legs and it appears overall jittery). So, @NoelStephensUnity, I assume just removing an error is not the solution? I can also try to make a small example with this error being reproduced, if that will help. But that will take some time |
@LeaveMyYard |
Fixed the issue in #2999. If anyone wants to test that branch for NGO v1.x projects then you can update your manifest file with this: |
Also Getting this issue. unity 6.26f1, ngo 2.1 |
I’m experiencing the same issue. I tested this with a fresh Unity project (6000.0.22f1) using NGO 2.1.1. Steps to reproduce:
The issue occurs when the host jumps and exits the animator's blend tree. On the client, the following error is thrown: [Netcode] [DestinationState To Transition Info] Layer (0) does not exist! |
Description
(Animations are working and everything but the exception is logged anytime I switch to another animation)
[Netcode] [DestinationState To Transition Info] Layer (0) does not exist!
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/[email protected]/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.Components.NetworkAnimator:UpdateAnimationState (Unity.Netcode.Components.NetworkAnimator/AnimationState) (at ./Library/PackageCache/[email protected]/Components/NetworkAnimator.cs:1180)
Unity.Netcode.Components.NetworkAnimator:SendAnimStateClientRpc (Unity.Netcode.Components.NetworkAnimator/AnimationMessage,Unity.Netcode.ClientRpcParams) (at ./Library/PackageCache/[email protected]/Components/NetworkAnimator.cs:1292)
Unity.Netcode.Components.NetworkAnimator:__rpc_handler_1069363937 (Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle (Unity.Netcode.NetworkContext&,Unity.Netcode.RpcMetadata&,Unity.Netcode.FastBufferReader&,Unity.Netcode.__RpcParams&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/Messages/RpcMessages.cs:70)
Unity.Netcode.ClientRpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/Messages/RpcMessages.cs:159)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ClientRpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:582)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:446)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:472)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:48)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:208)
Reproduce Steps
I think its not so hard to reproduce. There are many people having the same issue.
Links of others:
Actual Outcome
Whenever I do an attack, the animation error is logged.
Expected Outcome
It would be nice to understad why the errors are logged.
Environment
Additional Context
I have a blend tree for locomotion, but for the attacks I am just switching to an animation state.
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