anim state active error with same sage library

anim state active error with same sage library

PostPosted by theprojectabot » Tue Feb 12, 2013 5:46 pm

Currently I have a prefab that is structured like so:

gameobject with game_controller attached.
children game objects are anims and all that.

It all works fine but If I duplicate teh prefab in the scene I get the following error as many times as I have the prefab duplicated.


[Sage] Anim State "slug_idle" is already active! This could indicate that an animation is being used multiple times simultaneously, which will produce undesired results.
UnityEngine.Debug:LogError(Object)
SageInternal.SageAnimationClipNodeSlot:EnableAnimState()
SageInternal.SageAnimationClipNodeSlot:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseNode:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBlendGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Start(Single)
SageInternal.SageBlendGraphStateNodeSlot:Start(Single)
SageInternal.SageAnimListStateNodeSlot:Start(Single)
SageInternal.SageStateGraph:SwitchState(SageBaseStateNode, Single, Boolean)
SageInternal.SageStateGraph:ForceState(String, Single, Boolean)
SageInternal.SageStateGraph:ForceState(String, Single)
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Start(Single)
SageInternal.SageStateMachineStateNodeSlot:Start(Single)
SageInternal.SageStateGraph:SwitchState(SageBaseStateNode, Single, Boolean)
SageInternal.SageStateGraph:ForceState(String, Single, Boolean)
SageInternal.SageStateGraph:ForceState(String, Single)
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Start(Single)
SageController:StartStateMachine(String, Single, String)
SageController:StartStateMachine(String, Single)
SageController:StartStateMachine(String)
SageController:Awake()
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Re: anim state active error with same sage library

PostPosted by AlteredReality » Tue Feb 12, 2013 9:31 pm

I just tried this in my example level (and i've done this in my internal projects), and I'm not seeing an issue with it. Both characters are working perfectly, with no errors. How are your prefabs setup? The only way I can think of this causing an issue is if they are both somehow pointing to the same Animation component.

Perhaps you could take a screen shot of your prefab setup/hierarchy. Any more info would be helpful.
Andy - Altered Reality
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Re: anim state active error with same sage library

PostPosted by theprojectabot » Tue Feb 12, 2013 9:40 pm

theprojectabot
 
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Re: anim state active error with same sage library

PostPosted by AlteredReality » Tue Feb 12, 2013 9:47 pm

It looks like it is because you have "Play Automatically" checked. I tried this exact layout for my prefabs with no issues, so I'm guess that is your issue. Try clearing that check box, and let me know if that fixes it.
Andy - Altered Reality
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Re: anim state active error with same sage library

PostPosted by theprojectabot » Tue Feb 12, 2013 9:52 pm

ANNNNNND you rock.
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Re: anim state active error with same sage library

PostPosted by AlteredReality » Tue Feb 12, 2013 9:54 pm

:D
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