'PlayerBlue' AnimationEvent 'InAction' has no receiver! Are you missing a component?

The errors I’m getting:


  • ‘PlayerBlue’ AnimationEvent
    ‘InAction’ has no receiver! Are you
    missing a component?
  • ‘PlayerBlue’ AnimationEvent
    ‘AnimationEnd’ has no receiver!
    Are you missing a component?

I don’t have much to say for this one, except that I’m setting a boolean “Chopping” to true when the player enters an onTrigger function and resetting a boolean when he exits via an OnExitTigger function. The animation and everything play just fine, everything working as expected, but I get these errors twice per animation loop. Any thoughts? I’ll post the code I assume is relevant, but the console isn’t even telling me what code I should look in.

using UnityEngine;
using System.Collections;
public class PlayerTriggerAnims: MonoBehaviour
{
	// Create a reference to the animator component
	private Animator anim;

	//These objects are enabled and disabled so that the
	//player appears to use the same axe on his back to
	//chop the tree down.
	public GameObject axeImHolding;
	public GameObject axeOnMyBack;

	 
	void Start () 
	{
		anim = GetComponent<Animator>();

	}


	// check for colliders with a Trigger collider
	// if we are entering something called TreeTrigger, set a bool parameter called Chopping to true..
	void OnTriggerEnter(Collider col)
	{

		if (col.gameObject.tag == "TreeTrigger") {

			//Make the axe enter my hand.
						axeImHolding.transform.renderer.enabled = true;
						axeOnMyBack.transform.renderer.enabled = false;
						
						//set the animator bool "chopping" to true so that our chopping animation does play.
						anim.SetBool ("Chopping", true);  

				} 
		else {
			//make the axe stay on my back.
			axeImHolding.transform.renderer.enabled = false;
			axeOnMyBack.transform.renderer.enabled = true;
				}
	}
	
	// ..and when leaving the trigger, reset it to false.
	void OnTriggerExit(Collider col)
	{
		if(col.gameObject.tag == "TreeTrigger")

		{
			//set the animator bool "chopping" to false so that we stop the animation.
			anim.SetBool("Chopping", false);
		}
	}
}

My bet is that with “anim.SetBool (“Chopping”, true);” you are triggering animation that contains events in it, but you do not consume that events.

For more information on events and how to consume them check:

http://unity3d.com/learn/tutorials/modules/beginner/animation/animation-curves-events

and

http://unity3d.com/learn/tutorials/modules/beginner/animation/animator-scripting