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Description
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:
- https://discussions.unity.com/t/netcode-destinationstate-to-transition-info-layer-0-does-not-exist/264321/3
- https://stackoverflow.com/questions/76636441/weird-error-when-client-connecting-to-host-netcode
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
- OS: [Windows]
- Unity Version: [2022.3.8f1]
- Netcode Version: [1.8.0]
- Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/ba418fa5b600ad9eb61fab0575f12fbecc2c6520]
Additional Context
I have a blend tree for locomotion, but for the attacks I am just switching to an animation state.