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Netcode 2.0, Unity 6 [DestinationState To Transition Info] Layer (0)] #3107

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careless10 opened this issue Oct 19, 2024 · 3 comments
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stat:awaiting response Status - Awaiting response from author. type:support Questions or other support

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@careless10
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I am facing this issue on Netcode 2.0 on Unity 6, i know there is a similar existing issue which was closed, but it was on different version so this might be a different problem,
At first i thought its related to to blend tree but even simple 2 animations cause this issue, i am trying to use the starter assets third person controller, and OwnerNetworkAnimator as per
https://docs-multiplayer.unity3d.com/netcode/current/components/networkanimator/#owner-authoritative-mode
no animation is synced at all, but when i try to trigger any transition it crashes giving me this error,

[Netcode] [DestinationState To Transition Info] Layer (0) does not exist! UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.Components.NetworkAnimator:UpdateAnimationState (Unity.Netcode.Components.NetworkAnimator/AnimationState) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1235) Unity.Netcode.Components.NetworkAnimator:ProcessAnimStates (Unity.Netcode.Components.NetworkAnimator/AnimationMessage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1383) Unity.Netcode.Components.NetworkAnimator:SendAnimStateClientRpc (Unity.Netcode.Components.NetworkAnimator/AnimationMessage,Unity.Netcode.ClientRpcParams) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1356) Unity.Netcode.Components.NetworkAnimator:__rpc_handler_717942772 (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/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:75) Unity.Netcode.ClientRpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:168) Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ClientRpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:585) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:444) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:470) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:288) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)

uploaded a project that reproduces the issue
https://github.com/careless10/Hello-Multiplayer-World
use the "Multiplayer Play Mode" add a Player 2 and try it out (try jumping for example),

sadly reverting back to unity 2022.3f for now which works nicely

@careless10 careless10 added stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report labels Oct 19, 2024
@NoelStephensUnity NoelStephensUnity added the Investigating Issue is currently being investigated label Oct 21, 2024
@NoelStephensUnity
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Hi @careless10,

Attached are some updates to your project. Copy the contents of this zip into your already existing project's folder and it should provide you with the adjustments required to get the ThirdpersonController working properly.
Updates_Thirdperson.zip

Let me know how this works for you?

@NoelStephensUnity NoelStephensUnity added type:support Questions or other support stat:awaiting response Status - Awaiting response from author. and removed type:bug Bug Report stat:awaiting triage Status - Awaiting triage from the Netcode team. Investigating Issue is currently being investigated labels Oct 21, 2024
@careless10
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careless10 commented Oct 21, 2024

Thanks alot for replying @NoelStephensUnity
i tried it it works for walking + idle, but the moment i jump it still gives the same error
[Netcode] [DestinationState To Transition Info] Layer (0) does not exist! UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.Components.NetworkAnimator:UpdateAnimationState (Unity.Netcode.Components.NetworkAnimator/AnimationState) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1406) Unity.Netcode.Components.NetworkAnimator:SendAnimStateServerRpc (Unity.Netcode.Components.NetworkAnimator/AnimationMessage,Unity.Netcode.ServerRpcParams) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1532) Unity.Netcode.Components.NetworkAnimator:__rpc_handler_2294987943 (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/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:75) Unity.Netcode.ServerRpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:132) Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ServerRpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:585) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:444) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:470) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:288) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)
i didn't catch all your changes in the code i saw new stuff like networkupdate stage , will look into the documentation later to understand it, but as for now this issue still exists, if anything can be done from my side to speed up the process please let me know

@NoelStephensUnity
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@careless10
As long as the player is still jumping then that is a "falsely reported" error message.

Go ahead and make this adjustment to your com.unity.netcode.gameobjects entry in your Packages/manifest.json file:

"com.unity.netcode.gameobjects": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git?path=com.unity.netcode.gameobjects#fix/player-removed-from-ovservers-when-player-ojbect-despawns",

That includes a fix in #3110 for that false error message as well it includes some additional player observer fixes. It should be merged into the develop-2.0.0 branch sometime today which you could then use:

"com.unity.netcode.gameobjects": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git?path=com.unity.netcode.gameobjects#develop-2.0.0",

until these fixes make it into the next NGO v2 release.

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