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Netcode 2.0, Unity 6 [DestinationState To Transition Info] Layer (0)] #3107
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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. Let me know how this works for you? |
Thanks alot for replying @NoelStephensUnity |
@careless10 Go ahead and make this adjustment to your com.unity.netcode.gameobjects entry in your Packages/manifest.json file:
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:
until these fixes make it into the next NGO v2 release. |
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
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