The warning is on the line:
animator.Play(randClip.name);
After filtering there are 12 clips in the List clips.
I’m getting the same warning each time it’s trying to play a clip.
The warning is:
Invalid Layer Index ‘-1’
UnityEngine.Animator:Play(String)
d__7:MoveNext() (at Assets/My Scripts/Animations/PlayAnimations.cs:71)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
public static class IListExtensions
{
/// <summary>
/// Shuffles the element order of the specified list.
/// </summary>
public static void Shuffle<T>(this IList<T> ts)
{
var count = ts.Count;
var last = count - 1;
for (var i = 0; i < last; ++i)
{
var r = UnityEngine.Random.Range(i, count);
var tmp = ts[i];
ts[i] = ts[r];
ts[r] = tmp;
}
}
}
public class PlayAnimations : MonoBehaviour
{
public Animator animator;
private AnimationClip[] clips;
private List<AnimationClip> clipsList = new List<AnimationClip>();
private string[] names;
private bool wasInitialized;
private void Awake()
{
// Get all available clips
clips = animator.runtimeAnimatorController.animationClips;
names = File.ReadAllLines(@"c:\temp\names.txt");
for (int i = 0; i < clips.Length; i++)
{
string name = clips[i].name;//.Substring(clips[i].name.IndexOf(".Animation"));
if (clips[i].name.Contains("mixamo"))
{
clipsList.Add(clips[i]);
}
}
}
public void Init()
{
// Only start the coroutine if not initialized yet
if (!wasInitialized && clipsList.Count > 0)
{
wasInitialized = true;
StartCoroutine(PlayRandomly());
}
}
private IEnumerator PlayRandomly()
{
while (true)
{
clipsList.Shuffle();
foreach (var randClip in clipsList)
{
animator.Play(randClip.name);
yield return new WaitForSeconds(randClip.length);
}
}
}
}
This is the script I’m calling the method Init to start playing the animations:
on Line:
playanimation.Init();
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimatorController : MonoBehaviour
{
public Animator[] animators;
public Transform target;
public float speed = 1f;
public float rotationSpeed;
public bool slowDown = false;
public PlayAnimations playanimation;
private bool endRot = false;
private Vector3 center;
// Use this for initialization
void Start()
{
center = target.GetComponent<Renderer>().bounds.center;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
// Update is called once per frame
void Update()
{
float distanceFromTarget = Vector3.Distance(animators[2].transform.position, target.position);
for(int i = 0; i < animators.Length; i++)
{
animators[2].transform.position = Vector3.MoveTowards(animators[2].transform.position, center, 0);
}
if (slowDown)
{
if (distanceFromTarget < 10)
{
float speed = (distanceFromTarget / 10) / 1;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
}
if (distanceFromTarget < 5f)
{
for (int i = 0; i < animators.Length; i++)
{
//animators[i].SetFloat("Walking Speed", 0);
animators[i].SetBool("Idle", true);
playanimation.Init();
}
if (!endRot)
{
Quaternion goalRotation = Quaternion.Euler(0f, 0f, 0f);
float angleToGoal = Quaternion.Angle(
goalRotation,
animators[0].transform.localRotation);
float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);
// use axis of Vector3.down to keep angles positive for ease of use
animators[0].transform.Rotate(Vector3.up, angleThisFrame);
animators[1].transform.Rotate(Vector3.down, angleThisFrame);
// We end if we rotated the remaining amount.
endRot = (angleThisFrame == angleToGoal);
}
{
animators[0].SetBool("Rifle Aiming Idle", true);
animators[1].SetBool("Rifle Aiming Idle", true);
}
}
}
}
This is my Animator settings:
The main layer have two states in use: Walk and Idle. Both using HumanoidWalk and HumandoidIdle.
Then when it’s getting to the Idle in the script it should start playing the states animations inside
Magic StateMachine:
And when using a break point in the PlayAnimations script inside the while loop on the foreach loop I see that clips contains the animation clips from the sub statemachine: Magic StateMachine
But I’m getting this warning/s and it’s not playing the animations in Magic StateMachine.