Nothing in Inspector with Mecanim State

Hi there!
I was using version Unity 2019.4 LTS and not upgraded very slightly to Unity 2019.4.29f1 LTS

On every single mecanim states in my animation controllers show nothing inside the inspector when I click on them.
If I were to right-click and make a new state, it will clearly work as intended and show in the inspector.
Therefore the problem lies, on my old states when I updated somehow.

Please help me fix this bug, my project is pretty much at a complete halt until this bug is fixed.

I have uploaded pictures showing EXACTLY whats going on:


Please do not try and help with something simple such as “did you forgot your inspector lock” or “try reimporting all assets”.
I’ve done everything normal that you could think of.
There are no errors or anything. In-game while playing the mecanims work properly as well



With only four states I’d just pitch the controller, create a new one, create the states again.

Or if it’s only the one state you should, rip that one out and remake it.

Also, just wanted to update here another step for diagonsing this bug.
I looked inside my controller file using Notepad++ and noticed these two difference states:

AnimatorState:
  serializedVersion: 5
  m_ObjectHideFlags: 3
  m_CorrespondingSourceObject: {fileID: 0}
  m_PrefabInstance: {fileID: 0}
  m_PrefabAsset: {fileID: 0}
  m_Name: Normal Attack
  m_Speed: 1
  m_CycleOffset: 0
  m_Transitions: []
  m_StateMachineBehaviours: []
  m_Position: {x: 50, y: 50, z: 0}
  m_IKOnFeet: 0
  m_WriteDefaultValues: 1
  m_Mirror: 0
  m_SpeedParameterActive: 0
  m_MirrorParameterActive: 0
  m_CycleOffsetParameterActive: 0
  m_TimeParameterActive: 0
  m_Motion: {fileID: 7400000, guid: cbfe19a8727d5634d8a83d38f12a26c5, type: 2}
  m_Tag:
  m_SpeedParameter:
  m_MirrorParameter:
  m_CycleOffsetParameter:
  m_TimeParameter:
--- !u!1102 &110247008
AnimatorState:
  serializedVersion: 5
  m_ObjectHideFlags: 1
  m_CorrespondingSourceObject: {fileID: 0}
  m_PrefabInstance: {fileID: 0}
  m_PrefabAsset: {fileID: 0}
  m_Name: New State
  m_Speed: 1
  m_CycleOffset: 0
  m_Transitions: []
  m_StateMachineBehaviours: []
  m_Position: {x: 50, y: 50, z: 0}
  m_IKOnFeet: 0
  m_WriteDefaultValues: 1
  m_Mirror: 0
  m_SpeedParameterActive: 0
  m_MirrorParameterActive: 0
  m_CycleOffsetParameterActive: 0
  m_TimeParameterActive: 0
  m_Motion: {fileID: 0}
  m_Tag:
  m_SpeedParameter:
  m_MirrorParameter:
  m_CycleOffsetParameter:
  m_TimeParameter:
--- !u!91 &9100000

The only real difference I see is the “m_ObjectHideFlags” is different. And also “m_Motion” is different. Hopefully this helps someone who knows. Thanks.

Not possible. I have hundreds of controllers with all each their own states.
Some, for example my player, has over 100+ states in one single controller.
Need the bug fixed, not just redo all the work.
Thanks for the suggestion though.

Oh wow!
I made it now show the state in the inspector by changing the value of “m_ObjectHideFlags” from 3 to 1.
Is there a way I can massively automate this for every single controller?

Update:
Found this post and a solution to fix them all as well.
https://answers.unity.com/questions/1736606/animation-state-of-controller-not-showing-in-inspe.html?childToView=1737595#answer-1737595

Do you even sed bro? :slight_smile:

Nice find btw… not the first time I’ve had to go hand-monkey-patch YAML! I had to do this between Unity4 and Unity5 to get mobile fog working: the U5 GUI removed the ability to turn on a U4 flag that could disable fog.