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Netcode 2.0, Unity 6 [DestinationState To Transition Info] Layer (0)] #3107

@careless10

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@careless10

I am facing this issue on Netcode 2.0 on Unity 6, i know there is a similar existing issue which was closed, but it was on different version so this might be a different problem,
At first i thought its related to to blend tree but even simple 2 animations cause this issue, i am trying to use the starter assets third person controller, and OwnerNetworkAnimator as per
https://docs-multiplayer.unity3d.com/netcode/current/components/networkanimator/#owner-authoritative-mode
no animation is synced at all, but when i try to trigger any transition it crashes giving me this error,

[Netcode] [DestinationState To Transition Info] Layer (0) does not exist! UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.Components.NetworkAnimator:UpdateAnimationState (Unity.Netcode.Components.NetworkAnimator/AnimationState) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1235) Unity.Netcode.Components.NetworkAnimator:ProcessAnimStates (Unity.Netcode.Components.NetworkAnimator/AnimationMessage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1383) Unity.Netcode.Components.NetworkAnimator:SendAnimStateClientRpc (Unity.Netcode.Components.NetworkAnimator/AnimationMessage,Unity.Netcode.ClientRpcParams) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs:1356) Unity.Netcode.Components.NetworkAnimator:__rpc_handler_717942772 (Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams) Unity.Netcode.RpcMessageHelpers:Handle (Unity.Netcode.NetworkContext&,Unity.Netcode.RpcMetadata&,Unity.Netcode.FastBufferReader&,Unity.Netcode.__RpcParams&) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:75) Unity.Netcode.ClientRpcMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs:168) Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.ClientRpcMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:585) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:444) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs:470) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:288) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)

uploaded a project that reproduces the issue
https://github.com/careless10/Hello-Multiplayer-World
use the "Multiplayer Play Mode" add a Player 2 and try it out (try jumping for example),

sadly reverting back to unity 2022.3f for now which works nicely

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