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Bug animator.rebind()

Discussion in 'Animation' started by RonanBelUbisoft, Jun 13, 2023.

  1. RonanBelUbisoft


    Feb 1, 2022
    Hi, I'm trying to re-use an existing animator "linked" with an existing skinnedMesh + bones, with another set of skinnedMesh + bones

    I (maybe wrong) understood that I need to call animator.rebind() to do so.

    But even with the initial skinnedMesh + bones, I get this kind of error (unity 2021.3.1)
    is there any way to figure out the reason/meaning of this assert please ?

    Assertion failed on expression: 'index < m_FloatCount'
    0x00007ff60be7ac9d (Unity) StackWalker::GetCurrentCallstack
    0x00007ff60be819f9 (Unity) StackWalker::ShowCallstack
    0x00007ff60cde7f73 (Unity) GetStacktrace
    0x00007ff60d4719ad (Unity) DebugStringToFile
    0x00007ff60d4716d2 (Unity) AssertImplementation
    0x00007ff60c1ef4e5 (Unity) mecanim::ValueArrayCopy
    0x00007ff60c15a87e (Unity) SetAdditionalCurvesValues
    0x00007ff60c162738 (Unity) Animator::WriteDefaultValuesNoDirty
    0x00007ff60c1587cc (Unity) Animator::Rebind
    0x00007ff60b156283 (Unity) Animator_CUSTOM_Rebind
    0x000002c497a17574 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Animator:Rebind (UnityEngine.Animator,bool)
    0x000002c497a1738b (Mono JIT Code) UnityEngine.Animator:Rebind ()