Answered

Can't select any bones

Michelle Williams 4 months ago updated by Peter - Soxware Developer 2 months ago 11

I can't select bones - every time I click on one it immediately deselects.
Same thing happens why I try to click the name of the bone as well.

UMotion Version:
1.25
Unity Version:
2020.3.2f1
GOOD, I'M SATISFIED

I'm glad UMotion is working again ^^

Satisfaction mark by Michelle Williams 2 months ago
Answered

Hi Michelle,

thank you very much for your support request. I'm here to help.

Can you please verify if this issue is also happening for you when creating a new empty Unity project and install UMotion in it? If it does happen in this fresh project, may I ask you to send me the whole Unity project (you can request a link to my dropbox via the email support form)?


If it does not happen in a fresh Unity project, then it means that this is either related to some specific settings or to some specific third party assets in your other project. To figure this out, the easiest way is to duplicate the whole project folder. Then start to delete other assets one by one until selecting in UMotion works again. The last thing you've deleted before it worked caused the issue (please let me know what it was so that I can further investigate). If the issue is still happening with nothing left in the project except UMotion, then it's related to some Unity settings. If so, please *.zip the project again and send it to me via said email support form so that I can take a closer look and provide a solution.

Thank you very much and I'm sorry for the inconvenience.


Best regards,
Peter

It works in a new Unity project.

It's hard to track down the problem. I deleted all of the plugins (and scripts and assets) from my game one folder at a time to try to narrow it down. I recompiled each time i deleted a folder and tried selecting a bone.

It's odd - i deleted my main scrips folder after i had deleted all the plugins with no success.
then it started working - i could select bones. so i thought the problem was with a script in that folder.


but once i reset the project back to it's orig state then tried deleting each folder in the scripts folder to narrow it down further, i deleted everything in there and it still didn't work.

i took a break and saw that one of the assets in my project has an update - Behavior Designer
i deleted the BD folder but then i had to restart my computer
i opened the proj and on a whim i decided to check umotion again and it's working

i don't know if it's working because i deleted Behavior Designer or because there are compiler errors in the console due to me having deleted behavior designer and the actual culprit is not compiling?

Yeah I added Behavior Designer back and it's not working again
Still not sure if BD is the actual problem though - I'll try importing it to my clean project with UMotion to see if it breaks
I don't think it's the problem - I've used both in this project for a long time with no issues

no the fresh project with BD is working

What usually happens in such a case is that a 3rd party asset is consuming the all mouse click events in the scene view (before UMotion get's them). This makes it impossible for UMotion to detect any mouse clicks in the scene, thus selecting isn't possible. I remember that an asset called "Multispector" had this behavior. Do you have this one installed?

What this also means is, that this issue might only happens while the "bad boy" asset is actually being executing (this can happen behind the scenes though with no visual clue). Hope this helps.

If you can narrow the project down to a reasonable size that you can send to me, I can also help you identifying the issue. You can request a link to my Dropbox via the email support form.

Best regards,
Peter

No I do not have that asset. 
I try to use UMotion with one of the demo scenes that comes with UMotion, so there should be no other conflicting assets in the scene.

There is something in the project files that's stopping it but I can't figure out what.

Can it be Unity's new animation thing? I've been trying that out because sometimes when I import animation clips into UMotion, the animation looks different than when they're being played in the animator on the same model - so I have to like, fix it so it looks like the normal animation on top of fixing the problem I want to fix which is 2x the work.

It can also be an editor asset that is running in the background (editor extensions don't necessarily need to be present in the scene in order to being executed). The easiest way to find the issue is by duplicating your whole Unity project, then start to remove unrelated stuff from it (all 3D models, textures, etc). Once you get your project down to a reasonable size, you can send the whole project to me and I can take a look into what code exactly is causing this issue. You can request a link to my Dropbox via the email support form.

Can it be Unity's new animation thing? I've been trying that out because sometimes when I import animation clips into UMotion, the animation looks different than when they're being played in the animator on the same model - so I have to like, fix it so it looks like the normal animation on top of fixing the problem I want to fix which is 2x the work.

UMotion imports the animation with the Animator's Foot/Hand IK enabled by default. Unity's animator component plays animations with Foot/Hand IK disabled by default. This is the same as the IK toggle that you see in the preview window. Next time you see differences, try to import the animation again but disable the Animator Hand/Foot IK in the UMotion import settings:

UMotion should always import the animation exactly as it is. I might change the default values of the Animator IK in the future to be more in line with Unity's animator.

More information about this Foot/Hand IK stuff can be found in this Unity blog post: https://blog.unity.com/technology/mecanim-humanoids

Best regards,
Peter

I finally found it.
The asset that's causing all this grief.
I found it and deleted it forever.

THANK YOU

I will try what you suggested with the IK as well thanks again.

Glad to hear that it's working for you now. May I ask you to share the asset's name that caused the issues so that I know it in case somebody else stumbles across the same issue?


Thank you very much.


Best regards,
Peter

Great, thanks for letting me know.

Best regards,
Peter