Hi there,
just updated our project to the new beta 20 (previous version 18)
Now when I SetTrigger(“something”) I’m getting this error:
Animator has not been initialized.
UnityEngine.Animator:SetTrigger(String)
ItemFollowChangeManager:OnMouseDown() (at Assets/Scripts/ItemActions/ItemFollowChangeManager.cs:316)
UnityEngine.SendMouseEvents:smile:oSendMouseEvents(Int32, Int32)
This is what I’m doing in the script:
gameObject.GetComponent().applyRootMotion=false;
gameObject.GetComponent().SetTrigger(“putzen”);
Any ideas or a workaround?
If I run the game and manually set the applyRootMotion to false it works as before in beta 18…
Check first that you have a correct Animation Controller assigned and no relationships or components are broken.
Next, you’ve got to stop the lazy practise of going gameObject.GetComponent().whatever; because it’s a recipe for disaster.
Blah b = gameObject.GetComponent<Blah>();
if (b != null)
{
do stuff
}
else
{
Debug.LogWarning("null");
}
Something like this will let you know if you’re even finding the right component, and lead to much better stability.
Tested this:
Animator a = GetComponent();
if(a!=null){
a.applyRootMotion=false;
a.SetTrigger(“putzen”);
}
Same alert is showing.
It worked in beta 18 so perhaps this is a bug?
Please feel free to report it, although we do this often and have no bugs (b20). It could be you have a niche case.
Do you also set applyRootMotion?
Did you report this issue? I’m getting the same problem in release candidate one. It only happens when I switch applyRootMotion to false in code and then try to set an animator value.
All of my other animations work fine and I didn’t have any issues in Unity 4.
It needs reporting or it probably won’t get fixed for several hundred thousand decades.
I raised the bug and it got confirmed then raised as a duplicate of this:
@grosssmutttr Please vote on the issue if it’s still causing you problems 