Hi All, I'm experiencing two issues with the Animator and looking for help: #1 - My blend trees don't blend if my animator isn't open/viewable. As long as I have the animator window open somewhere in my editor my blend trees work fine. If I don't have the window open then my blend trees snap between idle, walk, run. Obviously, the same happens on a build. I've been experiencing this since 2019.3.1f but just updated to 2019.15f1 and it still does it. Anyone know a fix? Is this a bug? #2 - Some of my animations in my animator have started showing up totally blank in the inspector. I mean totally blank - it doesn't show the animation, give an opp to add a behavior or anything. See below. Only does this with a couple of the animations and they seem to play fine, but I obviously can't add scripts, edit the speed, swap out the animation etc. This is something I've only just experienced in 2019.15f1. Appreciate any help here!! Thanks!
Definitely sounds like a bug. Use a screen recorder (or at least take some more screenshots) and report a bug via the Help menu.
It behaves exactly the same here since I updated to 2019.3.15f1. Most of animations and transitions shows up as blank in Inspector, making it impossible working with them.
Happened to me with Unity 2020 alpha and beta builds... Can't easily downgrade to 2019 because of HDRP and am kind of stuck
Quick fix from Unity until this is fixed properly: "For a workaround, you can open the Animation Controller externally(via a text editor) and change the m_ObjectHideFlags property for the affected states from 3 to 1." Or you can use this piece of code recommended here: http://answers.unity.com/answers/1737595/view.html
I encounter the issue on 2020.1.0f1 as well. It appeared since 2020.1b9 and stayed this way. I have to stay on 2020.1.b8 to continue working on my project, the animator is working as expected here.
I reported this as a bug in version 2019.3.15f1. So it's not new to 2020.1. This doesn't seem like a difficult fix so I'm not sure why it's still there in 2020.1, but hoping it gets fixed soon.
I solved my problem by changing this flag to one. m_ObjectHideFlags: 1 It was three previous. This was done in a text editor. I located the AnimatorState and change the property. I am not entirely sure if this fix could break other things.
I am having this problem still on 2020 - how do unity release this without noticing that entire locomotion system is not usable. I wish there were another engine in c#..
Same here. I had some transitions into sub state machines and the inspector was appearing blank when selecting them after upgrading from Unity 2019.4.4 to 2020.1.0. Changing m_ObjectHideFlags from 3 to 1 in a text editor solved the issue, thanks to this thread
Did you try editing(text editor like Notepad) the anim file and changing the value of m_ObjectHideFlags from 3 to 1?
There is another issue with this. I am pretty sure it is related to this, however the workaround does not solve that issue. When adding multiple statemachinebehaviours of the same component type to an animation state, the components collapse in the inspector and only show the first component of that type that has been added. (more detail here: https://answers.unity.com/questions/1761278/animator-statemachinebehaviour-scripts-are-collaps.html) Does anybody know about this and/or has a solution?
As seen in these screenshots, the inspector only shows the first statemachinebehaviour of each type added to the state even though multiple are atatched (as seen in debug view)
What you can consider doing is comparing a broken Animation Controller with one that is not broken in a text editor. That was the strategy I used to solve the original issue.
I feel @willgoldstone @OllyNicholson @AskCarol @cirocontinisio should know about this huge animator bug
It's even worse, both 2020.1.1f1 and 2020.1.2f1 modify some animations clips stored in models, it sets Root Transform Position bake into pose as True and based Upon to Original and also sets loop time to false. Not sure why it seems to intermittently to do it, but there you go. Seems like this should have been caught in Q&A, filed a bug report, but could take a long time to get it fixed in a future version. Sigh. Update: I was able to "workaround" this issue by copying animation clips from a backup (2019.3.x) into the 2020.1.x project, then manually placing them into the animation controller where necessary (blends, layers, etc).
Dang... I'd hate to go back to Unity 2019.3.14 if things get that broken. I only tried 2020.1.2 for a couple of days and already running into various performance issues. As suggested by various people in this thread, I managed to get the blend tree to appear again by "hacking" the .controller file. For people that want to do that, here's an image showing what you need to look for. Then do a mass find\ replace. This will be cumbersome for any devs with more than 1 character controller. @willgoldstone @OllyNicholson @AskCarol @cirocontinisio
Notepad++ has a Find in Files feature which you could use to find and replace them all at once with the filter set to *.controller so it only looks at Animator Controller files. Visual Studio also has a similar feature but I can't remember seeing a file type filter.
I finally found the issue to my problem, I had the Character Creator 3 to Unity importer installed. Even though there's an option to disable it, in Unity 2020 it seems to ignore the disable option. I went into the Editor folder, removed the CC_and_IC_Auto_Setup_For_HDRP.dll file. Once it was removed, if I copied my animations from backup, they imported correctly again. Found another thread as well on this: https://forum.unity.com/threads/solved-animation-clip-properties-not-saving-with-apply.918116/
FYI in case anyone is still struggling on this... I upgraded my project to Unity 2020.3.25f1 and it fixed the issue for me (for now).
2020.3.31f Still happening. Can create a new state, with this state the inspector works as it should, but after creating a Transistion its all fubar. Cant create a new transition either from that new state.
Still an issue in 2020.3.32f. But my variation seems a little bit different. In my case, a very small part of the state inspector can be seen (picture for reference). Also, the m_ObjectHideFlags fix did not work. All the flags were already set to 1, so it didn't change anything. When the bug occurs for the first time, the following exception is thrown: NullReferenceException: Object reference not set to an instance of an object UnityEditor.EditorGUI+RecycledTextEditor.IsEditingControl (System.Int32 id) (at <294703faec74477f8b275446429fba82>:0)
Had the same problem with '2020.3.32f'. Switched to '2020.3.33f1' (LTS), looks like it's fixed there.
if you want to make another "Make transition", select all transition then right click the animation. Just something i accidentally found while struggling fixing this. Hi i'm a newbie by the way
What worked for me is open the controller in an text editor and check for '#' lines if there is any line sarting with on contain '#' simply delete it. It will fix issues.
Same issue in 2021.3.17f1, even with the m_ObjectHideFlags properties set to 1. I can only properly test my game with the animator window open somewhere in my editor.