Console Noise
I'm getting a lot of exceptions in the console from UMotion. They're mostly NullReferenceExceptions, with some others like:
"Assertion failed on expression: '!(o->TestHideFlag(Object::kDontSaveInEditor) && (options & kAllowDontSaveObjectsToBePersistent) == 0)'"
The stack traces are garbage ("ΊΊΉΉΊΊΉΊ"), so I have no idea what the cause would be.
Answer
Hi,
thank you very much for your support request.
1) Please try to restart Unity.
2) Please try to open the UMotion example scene, load one of the example UMotion projects and assign Robot Kyle to the UMotion Pose Editor. Does the error still appear?
Please let me know the results so that I can help you further diagnose this issue.
Best regards,
Peter
I've done some more troubleshooting:
- I did a clean reinstall of UMotion, which seems to have fixed the null errors.
- The assertion error seems to always happen after starting Unity, when first focusing the clip editor.
- When I try to load Robot Kyle into the pose editor in the example seen I get an error saying that the hips are already defined.
Hi Neon,
thank you very much for executing the steps.
When I try to load Robot Kyle into the pose editor in the example seen I get an error saying that the hips are already defined.
Sounds like you are having the wrong UMotion Project (.asset) loaded in the clip editor. Make sure to load one of the example UMotion projects (.asset) and only then assign Robot Kyle.
If you assign Robot Kyle to a different project, it will complain that hips are already defined (for the original model).
Best regards,
Peter
OK, I loaded the example project and it doesn't throw the error. It only happens with one project. This seems to be an ongoing issue where projects get corrupted somehow. I had one earlier that was constantly crashing UMotion.
I'm not directly modifying the project files or anything like that and they seem to get corrupted very quickly (after a couple of hours at most).
Assigning wrong characters to UMotion projects in combination with trying to undo the resulting modifications is an example where a project can get messed up quite quickly. Another example is making huge hierarchical changes to the character in Unity's scene view, then reapplying the modified character to the UMotion project (and again mess with undoing those changes etc). So please be careful with these situations.
Make sure to use one UMotion project for each of your characters. Also make sure to use GIT and/or the auto backup feature so you can always roll back in case something bad happens.
In case you have a reproducible problem, please feel free to open another bug report.
Best regards,
Peter
Customer support service by UserEcho
Assigning wrong characters to UMotion projects in combination with trying to undo the resulting modifications is an example where a project can get messed up quite quickly. Another example is making huge hierarchical changes to the character in Unity's scene view, then reapplying the modified character to the UMotion project (and again mess with undoing those changes etc). So please be careful with these situations.
Make sure to use one UMotion project for each of your characters. Also make sure to use GIT and/or the auto backup feature so you can always roll back in case something bad happens.
In case you have a reproducible problem, please feel free to open another bug report.
Best regards,
Peter