I am getting an error, something to do with Animation, maybe on the player. But my Player has no Animation. He is a single frame sprite that moves left and right. I may exchange him for a walking sprite sheet one day, but for now, this is all I need. What the error all about?Animator.GotoState: State could not be found
UnityEngine.Animator:Play(String, Int32)
AC.AnimEngine_SpritesUnity:PlayStandardAnim(String, Boolean) (at Assets/AdventureCreator/Scripts/Animation/AnimEngine_SpritesUnity.cs:623)
AC.AnimEngine_SpritesUnity:PlayIdle() (at Assets/AdventureCreator/Scripts/Animation/AnimEngine_SpritesUnity.cs:549)
AC.Char:AnimUpdate() (at Assets/AdventureCreator/Scripts/Character/Char.cs:670)
AC.Char:_Update() (at Assets/AdventureCreator/Scripts/Character/Char.cs:395)
AC.NPC:_Update() (at Assets/AdventureCreator/Scripts/Character/NPC.cs:94)
AC.StateHandler:Update() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:309)
Comments
He just has a animation clip, that stretches him up and down. In the olden days I would just have used Legacy and and Animation component. If I do this, I get console error that the clip needs to be marked as Legacy, but cannot find where.. I don't know where this is... if I click on the clip its-self (created IN Unity Animation window) I see:
Its THIS combination that works - visually... but generates the +999 yellow errors printed above.
there are NO other NPCs (apart from a mouse thats not animated apart from looping on a path. )
Although Im pretty sure Im just using the AC defaults.
Should I hook off the "project settings" on the import dialogue? Or is important that I update them too?
I have lots of animations with long names, and sometimes I call the wrong one, just because the names are not fitted in the actions, that is why I thought your error was related to mine.