[Netcode] [DestinationState To Transition Info] Layer (0) does not exist!
Asked Answered
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I am having this error and i dont understand why.
I am implementing multiplayer game (CodeNet], using serverRPC’s. I created the animations and dragged into the animator, and everything works fine. Its animated, good movement on both clients and host.
However, in the client, it is giving me the error

[Netcode] [DestinationState To Transition Info] Layer (0) does not exist!

I dont understand why, the script contains this variables

[SerializeField] private Transform orientation;
[SerializeField] private Transform playerObj;
[SerializeField] private Rigidbody rb;
[SerializeField] private Animator animator;

And they are all dragged in the inspector (otherwise would not even work right?)
So why is this error, and how can i track it?

Everett answered 9/4, 2024 at 10:41 Comment(0)
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Managed to solve it but it is so weird. In the animator, I had idle animation which was connected to a blend tree. The connections were based on the float. I removed that idle, and used the blend tree as default. Then I inserted that idle animation in the blend tree itself and it solved it. I dont understand why having that connection would do that error but it is solved.
Seems like going from the base layer into the blend tree was triggering that error.

Everett answered 29/2, 2024 at 22:21 Comment(0)
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Hey I’m having the same issue, and I think the reason why removing the idle animation and just having the blend tree work as default state is because (at least for me) the error is happening when doing ANY transitions, but when having the blend tree (I also have one) as a default state it does not happen

https://forum.unity.com/threads/netcode-for-gameobjects-network-animator-transition.1461400/?gq=[Netcode]%20[DestinationState%20To%20Transition%20Info]%20Layer

Kastroprauxel answered 29/2, 2024 at 22:21 Comment(5)

Yeah, somehow this seems to happen when using multiplayer. I dont know if that is your case. I added new animations and i am still having the error. It is on the transition from the blend tree for normal animations. I still dont know why this happens. I had to remove all animations that were out of the blend tree, or remove the blend tree itself. I tried this a few times after, still did not manage to figure it out! If you have any updates on this, please don't forget to comment here! :D

Everett

I also removed my own comment as solution, since I only removed the error, and could not actually make both blend trees and animations work in the same animator :)

Everett

Yup multiplayer as well, will definitely share when I find a solution

Kastroprauxel

Btw, I dont know if i tried to make the blend tree as default, but as i understood, if is something else than float for the transition it will still give an error right?

Everett

For me ANY transition (Entry -> Idle -> Walk) gives the error, but when its Entry -> Blendtree it does NOT give the error, it happens with float, trigger, bool

Kastroprauxel
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Hi

I ran into the same problem. All state transtions to and from a blend tree throw this error.
Either removing of all transitions connected to the blend tree or removing the blend tree altogether is a workaround i found as well. Another dirty workaround is to lower the log level of the netcode which will supress the error message.

By digging into Unity’s code for the NetworkAnimator I found that the script creates a lookup table where all state transitions are held. For some unknown reason state transitions from and to blend trees are not added correctly or not added at all which creates the error when entering or leaving blend tree states.

It is really hard to find anything related to this error. Were you able to resolve this error on your side?

Occupational answered 22/8, 2023 at 12:53 Comment(5)

I did some more testing and noticed the error occures on every transition except Entry -> Default State. Im even more confused right now.

Occupational

I was not able to found a solution, only those workarounds. I spent to many hours not finding anything, so gave up on it. Just stoped using the blend tree for now

Everett

I am wondering why it seems like we are the only ones with this error as it is very hard to find any useful information on it. I tested some more and set up a completely new project which still yielded the message. However, this is not a fatal error message and the game runs fine with it. I decided to reduce the log level of the Network Manager which gets rid of the message for now. Maybe this problem gets solved in future updates. Another workaround / solution I found is to not use any transitions in the animator and use Animator.CrossFadeinFixedTime in code to make the transitions.

Occupational

Yup, i have also spent a few hours looking for this and did not find anything usefull. But as you said, not a fatal error and for now some workarounds are available. :)

Everett

If you can, maybe upvote this post it might get more attention :)

Everett

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