Why does the following exception related to Animation Rigging cause the Unity build to crash?
InvalidOperationException: The TransformStreamHandle cannot be resolved.
at UnityEngine.Animations.TransformStreamHandle.CheckIsValidAndResolve (UnityEngine.Animations.AnimationStream& stream) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Animations.TransformStreamHandle.GetLocalTRS (UnityEngine.Animations.AnimationStream stream, UnityEngine.Vector3& position, UnityEngine.Quaternion& rotation, UnityEngine.Vector3& scale) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Animations.Rigging.AnimationRuntimeUtils.PassThrough (UnityEngine.Animations.AnimationStream stream, UnityEngine.Animations.Rigging.ReadWriteTransformHandle handle) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Animations.Rigging.TwoBoneIKConstraintJob.ProcessAnimation (UnityEngine.Animations.AnimationStream stream) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Animations.ProcessAnimationJobStruct`1[T].Execute (T& data, System.IntPtr animationStreamPtr, System.IntPtr methodIndex, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
Crash!!!
I know how to solve this error, but my question is: isnt causing the whole build to crash because of a single exception a bit extreme? Is there a way to not allow it to crash if the exception occurred?
For your reference only:
The exception occurs even when the Rig
is a sibling object of the skeleton. However, because there are multiple models under the character’s GameObject where each has its own skeleton, the Rig should be with the skeleton that is used currently by the animator’s avatar and not any skeleton.