Hi all,
I have created a simple animator to fade in an image.
- Animator created
- State created
- Animation added with colour property fading in from 0 alpha to 1.0
- Attached to image gameobject
- Script added to set parameters etc
- Previewed in animation panel and works perfectly
- All of this saved as a prefab
At runtime, I tried to trigger the animation with parameters and a trigger. The state change happens, and in the Animator window I see the progress bar go from 0 to full. But on screen, nothing happens.
I also removed the parameterised trigger, and simply used anim.Play(“in”). anim is my Animator. Again it triggered but nothing happened onscreen.
This had worked previously (last few hours) and then just stopped. I have removed and re-added the animator controller, rebuilt the animations, but nothing is fixing the problem.
The problem started when I added a second (additive) layer. At the moment there are no states or animations on this layer (I deleted them to try and resolve the problem)
I also added a default state of Idle which on layer 2 continuously cycles, and I can’t switch it off. I have set loop to 0 but this doesn’t stop it.
If I delete layer 2, then the whole animator collapses with numerous errors. This seems to be a known bug (deleting a layer)
Can anyone give me any pointers?