Answered

Editing the hierachy of a GameObject

MrX 3 years ago updated by Peter - Soxware Developer 3 years ago 5

I get the following error.

Editing the hierachy of a GameObject that is currently used as UMotion preview object is not allowed. The GameObject is going to be removed as UMotion preview Object.

https://i.imgur.com/puy04Dm.png

When trying to add my player prefab from the scene to the PoseEditor. 

Do you have any idea what might be causing this?

UMotion Version:
1.22p11
Unity Version:
2020.1.4f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

I guess you've created a prefab of your player character while it was assigned to UMotion. That means that the prefab still has the "UMotion Lock" component in it.


To fix this, either open the prefab and remove the "UMotion Lock" component manually.

Or if you have the prefab in your scene, click on "Clear" in the pose editor and then save all current changes of the prefab instance to the prefab (UMotion removed the component automatically for you in that case).

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Answer
Answered

Hi,
thank you very much for your support request.

I guess you've created a prefab of your player character while it was assigned to UMotion. That means that the prefab still has the "UMotion Lock" component in it.


To fix this, either open the prefab and remove the "UMotion Lock" component manually.

Or if you have the prefab in your scene, click on "Clear" in the pose editor and then save all current changes of the prefab instance to the prefab (UMotion removed the component automatically for you in that case).

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Hi,

No matter what I do (and I didn't create a prefab with a IMotion Lock component) and I get this same exact message and the preview gets removed from the Pose Editor...

Hi,

thank you very much for your support request.

  1. Are you using the latest version of UMotion (currently V1.23)? You can check this by clicking on "Help --> About UMotion" in the clip editor. If not, please delete the "UMotionEditor" folder and install the latest version of UMotion from the asset store again.
  2. Have you tried deleting the TIWPlayer1 from your scene and creating a new instance of it (by dragging it from the project window into the scene). Does it work with the new instance?
  3. If all of this doesn't help, could you please create a minimum reproduction case so that I can further debug this (i.e. an empty Unity project that only includes what I need to reproduce your issue: the TIWPLayer1 character and the related UMotion project)? Please verify that the issue still happens in the repo project before sending. You can send this to me via the email support form (or request a link to my Dropbox via said form).

Thank you very much.

Best regards,
Peter

Hi,

Is there update on this issue?


To try and work around the issue, I've


1. Created a brand new Unity project.

2. Installed UMotion

3. Recreated a brand new new fbx and pulled it into the project.

So there should be no way it should be locked, but somehow it still is!

However, if I use a different character, with a different hierarchy structure, it works.


The original character did work the first time, so the only thing I can think of is that you write a global configuration, somewhere outside of the project, such that even new installs read it and lock based on bone names, but I have a hard time believing this would be the case... So I'm completely stumped.

Could you please shed some light on how this works, or release the source code, so I'm not spending days trying to figure this out?


Thanks

Hi,

thank you very much for your bug report. I really appreciate your time.

The locking mechanism works by adding a component (UMotion Lock) to the existing character game object. Then the whole game object is hidden in the scene and a duplicated version of it is created and used by UMotion. Once you click on clear, the duplicated version is destroyed and the original one is made visible again. This ensures that your original game object stays untouched.

There is nothing stored globally, nor stored in the fbx file. What you're seeing here is most likely a bug triggered by the specific situation / specific character you are using. I would like to take a look into it, may I ask you to send me that fresh unity project you talked about where this problem is still reproduce able? I'm sending you a link to my dropbox via email (you can use this in case the file size exceeds the email attachment size limit).

I'm very sorry for the inconvenience and I'm giving my best to get this sorted out as soon as possible.

Best regards,
Peter