I’m experiencing two issues with the Animator and looking for help:
#1 - My blend trees don’t blend if my animator isn’t open/viewable. As long as I have the animator window open somewhere in my editor my blend trees work fine. If I don’t have the window open then my blend trees snap between idle, walk, run. Obviously, the same happens on a build. I’ve been experiencing this since 2019.3.1f but just updated to 2019.15f1 and it still does it. Anyone know a fix? Is this a bug?
#2 - Some of my animations in my animator have started showing up totally blank in the inspector. I mean totally blank - it doesn’t show the animation, give an opp to add a behavior or anything. See below. Only does this with a couple of the animations and they seem to play fine, but I obviously can’t add scripts, edit the speed, swap out the animation etc. This is something I’ve only just experienced in 2019.15f1.
It behaves exactly the same here since I updated to 2019.3.15f1.
Most of animations and transitions shows up as blank in Inspector, making it impossible working with them.
Quick fix from Unity until this is fixed properly:
“For a workaround, you can open the Animation Controller externally(via a text editor) and change the m_ObjectHideFlags property for the affected states from 3 to 1.”
I reported this as a bug in version 2019.3.15f1. So it’s not new to 2020.1. This doesn’t seem like a difficult fix so I’m not sure why it’s still there in 2020.1, but hoping it gets fixed soon.
I solved my problem by changing this flag to one.
m_ObjectHideFlags: 1
It was three previous. This was done in a text editor. I located the AnimatorState and change the property. I am not entirely sure if this fix could break other things.
Same here. I had some transitions into sub state machines and the inspector was appearing blank when selecting them after upgrading from Unity 2019.4.4 to 2020.1.0.
Changing m_ObjectHideFlags from 3 to 1 in a text editor solved the issue, thanks to this thread