They simply don’t do anything, I get 2 warnings:
The AnimationClip ‘Walk’ used by the Animation component ‘Pig’ must be marked as Legacy.
Default clip could not be found in attached animations list.
There is NO WAY to mark an animation as legacy, no setting, nothing.
I just ran into this problem with my “runningslide” animation. When I tried to play the animation, it generated an error saying that it couldn’t find the animation (even though I can see from the inspector that it is listed in the animations in that prefab.) Looking at the console, I had a warning that the runningslide animation must be set to legacy.
In my case, the animation is in a separate file “AsianGirl2_BathingSuit@runningslide.fbx”. If you type “slide” into the search box in the project viewer, you will see a couple of animation clips that come up. You would think that clicking one the “runingslide” animation would allow you to set it as legacy. But, there are no editable options on the animation itself. Instead, I had to find the full file “AsianGirl2_BathingSuit@runningslide.fbx” , go to the “rig” tab, and set it to legacy. This is a little difficult since the icon for this doesn’t look like an animation, and the file names are truncated so all it says is “AsianGirl2…” and I actually have a lot of files that start with that. Also, you would think this setting would be under the Animation, but if you set the search type to “animation clips”, you will not find the right file. Luckily, I was finally able to find it.
The animation and the character you’re playing it on need to match.
If your animation clip is legacy, and you don’t have the FBX the animation clip came from (and so can’t change it’s import setting) then make sure the rig of the character you’re putting it on (and any new animations brought into Unity 4) are set to Legacy / Store In Root (Deprecated)
Having just been looking at a similar issue someone was having on Twitter, I thought I’d share what I found, just incase it helps you out as it can quite easily catch people out.
For those having issues using animations created in Unity (via animation window) on legacy animation system, it may be down to a workflow issue.
If you create a new animation with the animation window on an empty gameObject or on a sprite with no animation component, the animation it creates will be a mecanim compatible animation clip (most probably generic).
If you use this on the legacy system, you get the ‘convert’ to legacy warning issue raised above, but you can’t, because it doesn’t belong to an FBX, which contains the import settings! Argh!
Here’s something that does work…
Create a new gameObject/sprite, and before you do anything else, add an Animation component (for the legacy animation system).
Now create a new animation using the animation window (Window>Animation). Name it and save it, then select it in the project window. Take a look at the inspector and you’ll notice that this is now a legacy compatible animation.
Unfortunately, this won’t help with what you already have animated, but hopefully it will help explain what is happening.
Hello guys, I am running Unity 4.3.2f and had a similar issue as you had. Doing what DuckOfDoom said was removing the console error but my animation was not being animated. At the end I solved the problem; my mystake was that I added an animation component to my gameobject and was trying to running atomatically (I did it this way because the G.O. was a small explosion that was going to play automatically and then selfdestroy).
To eliminate the error I removed the animation component and called the animation through an Animator component programatically. This is how I usually animate sprites but I wanted to do it differently and provoked the error.
So if you are animating sprites then use the animator… The 2dplatformer sample game from unity implements this and you can find it in the asset store. I hope my comment help someone.
Yes, thank you DuckOfDoom. Spent a few hours last night fighting with this, so annoying. Does anybody know what causes this to pop up in a project? I swear I was animating my 2D sprites just fine using the animator window last week.