Third Person Controller + Dialogue System
Posted: Mon Nov 28, 2016 6:32 am
I use the most recent version of TPC(Opsive) and Dialogue System
in the demo scene shows me error
Error: Unable to transition to Upper Layer.Grenade.Use because the state doesn't exist.
UnityEngine.Debug:LogError(Object)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, String, Single, Boolean, Single, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:578)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, AnimatorStateData, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:554)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeItemState(AnimatorItemStateData, Int32, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:511)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineState(Int32, AnimatorStateData, Boolean, Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:290)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates(Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:255)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates() (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:244)
Opsive.ThirdPersonController.RigidbodyCharacterController:set_Moving(Boolean) (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:218)
Opsive.ThirdPersonController.RigidbodyCharacterController:UpdateAnimator() (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:954)
Opsive.ThirdPersonController.RigidbodyCharacterController:Move(Single, Single, Quaternion) (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:452)
Opsive.ThirdPersonController.ControllerHandler:FixedUpdate() (at Assets/Third Person Controller/Scripts/Character/ControllerHandler.cs:302)
Error: Unable to transition to Upper Layer.Grenade.Use because the state doesn't exist.
UnityEngine.Debug:LogError(Object)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, String, Single, Boolean, Single, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:578)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, AnimatorStateData, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:554)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeItemState(AnimatorItemStateData, Int32, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:511)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineState(Int32, AnimatorStateData, Boolean, Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:290)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates(Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:255)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates() (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:244)
Opsive.ThirdPersonController.RigidbodyCharacterController:StopForceUse() (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:1341)
Opsive.ThirdPersonController.Scheduler:Execute(Int32) (at Assets/Third Person Controller/Scripts/Game/Scheduler.cs:252)
Opsive.ThirdPersonController.Scheduler:Update() (at Assets/Third Person Controller/Scripts/Game/Scheduler.cs:135)
other demo scenes work properly show no errors
this is a demo stage which is connected to Dialogue System
in the demo scene shows me error
Error: Unable to transition to Upper Layer.Grenade.Use because the state doesn't exist.
UnityEngine.Debug:LogError(Object)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, String, Single, Boolean, Single, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:578)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, AnimatorStateData, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:554)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeItemState(AnimatorItemStateData, Int32, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:511)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineState(Int32, AnimatorStateData, Boolean, Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:290)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates(Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:255)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates() (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:244)
Opsive.ThirdPersonController.RigidbodyCharacterController:set_Moving(Boolean) (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:218)
Opsive.ThirdPersonController.RigidbodyCharacterController:UpdateAnimator() (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:954)
Opsive.ThirdPersonController.RigidbodyCharacterController:Move(Single, Single, Quaternion) (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:452)
Opsive.ThirdPersonController.ControllerHandler:FixedUpdate() (at Assets/Third Person Controller/Scripts/Character/ControllerHandler.cs:302)
Error: Unable to transition to Upper Layer.Grenade.Use because the state doesn't exist.
UnityEngine.Debug:LogError(Object)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, String, Single, Boolean, Single, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:578)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeAnimatorStates(Int32, AnimatorStateData, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:554)
Opsive.ThirdPersonController.AnimatorMonitor:ChangeItemState(AnimatorItemStateData, Int32, Single) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:511)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineState(Int32, AnimatorStateData, Boolean, Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:290)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates(Boolean) (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:255)
Opsive.ThirdPersonController.AnimatorMonitor:DetermineStates() (at Assets/Third Person Controller/Scripts/Character/AnimatorMonitor.cs:244)
Opsive.ThirdPersonController.RigidbodyCharacterController:StopForceUse() (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:1341)
Opsive.ThirdPersonController.Scheduler:Execute(Int32) (at Assets/Third Person Controller/Scripts/Game/Scheduler.cs:252)
Opsive.ThirdPersonController.Scheduler:Update() (at Assets/Third Person Controller/Scripts/Game/Scheduler.cs:135)
other demo scenes work properly show no errors
this is a demo stage which is connected to Dialogue System