Unity 5.6 bugs

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jean-...@t-online.de

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Feb 8, 2017, 5:39:18 PM2/8/17
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First of all Unity seems to have changed their API, and AvatarMask is now a class of Unity.Engine? Weirdly it couldn't update itself...

After manually doing hopefully in a right way I am getting the following error in version 5.6.0b4:

PlayerSettings Validation: Requested build target group (27) doesn't exist; #define symbols for scripting won't be added.

and though it builds fine it seems to break a lot of animations. Or mecanim is broken in 5.6? I couldn't find anything on the internet.

I am on Win7 btw
Thanks!

jean-...@t-online.de

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Feb 8, 2017, 5:43:05 PM2/8/17
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ps from the console:

UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
Candlelight.UnityFeatureDefineSymbols:SetSymbolForAllBuildTargets(String, Predicate`1)
Candlelight.UnityFeatureDefineSymbols:.cctor()
Candlelight.Physics.JointEditor:.cctor()
Candlelight.Physics.JointEditor:.cctor()
System.Reflection.MethodBase:Invoke(Object, Object[])
Candlelight.BaseEditorUtility:.cctor()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

Developer Support

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Feb 8, 2017, 7:55:54 PM2/8/17
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Hi there! Yes sorry about this. I have not been able to make time to explore compatibility with 5.6, so it is a bit "at your own risk" at this point. That said, the particular error message you're getting is not a problem. The fix is to add the following in the SetSymbolForAllBuildTargets() method in UnityFeatureDefineSymbols.cs, right after the #if UNITY_5_3_0 block

#if UNITY_5_6_0
// prevent editor spam in 5.6.0 beta
if ((int)target == 27) // Switch throwing out error
{
continue;
}
#endif

As for breaking a lot of animations, any more specific information you can provide certainly helps

jean-...@t-online.de

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Feb 9, 2017, 9:21:39 AM2/9/17
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Hey thanks for your reply and the fix!
I am investigating further in an fresh project. Sorry, maybe it is 5.6 itself breaking the animations. I somewhat foolishly assumed it was related.
I will get back to you in a few days and send you a scene, if necessary.
I totally understand if you don't really support the beta btw. I just hope 5.6 gets out of beta soon, it fixes a lot of lighting problems for me :)

Cheers!

jean-...@t-online.de

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Feb 15, 2017, 5:14:25 AM2/15/17
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Ok I sent you a file!

Basically I am getting a lot of these Errors:
transform.position assign attempt for 'Animation Driver' is not valid. Input position is { NaN, NaN, NaN }.

Developer Support

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Feb 16, 2017, 3:18:42 AM2/16/17
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Thanks! I will take a look as soon as I am able

jean-...@t-online.de

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Feb 16, 2017, 11:12:57 AM2/16/17
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So since the Dudes in the example scene did work, I thought I'd try to configure a new Character in an older version of Unity and import it into 5.6 as a packaged prefab - but that didn't work unfortunately.

Thanks for taking a look! Do you think you could fix this until the beginning of next week? I have a deadline and if can use the 5.6 version kind of depends on this bug. It would be huuugely appreciated! :-D

jean-...@t-online.de

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Feb 16, 2017, 11:46:37 AM2/16/17
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Tried upgrading a copy of the older version project instead (5.4.0f3 --> 5.6.0b7) And that also didn't work. Now though I didn't get NaN errors from the example characters even one of these (the humanoid one) is acting weirdly all stretchy and jittery. :/

Developer Support

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Feb 17, 2017, 3:46:32 AM2/17/17
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Thanks for the additional info! I should at least be able to look at it this weekend, but I can't promise any kind of timeframe on a fix until I know exactly what I'm dealing with. Based on the symptoms you described I'm hopeful it should be relatively easy to figure out.

jean-...@t-online.de

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Feb 17, 2017, 7:03:45 AM2/17/17
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That would be great! Thanks a lot

jean-...@t-online.de

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Feb 17, 2017, 7:53:04 AM2/17/17
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So it seems that in the GetWeightedAverageGetUpLocation-Method (after a couple of successful assignments with normal values) animatorPosition gets set to NaN taking the value from this.Animator.transform.position.

I'm going stop trying to debug it myself here, because it's getting a little too complex at this point. Hope that info helps in any way. Thanks

Developer Support

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Feb 19, 2017, 8:07:35 AM2/19/17
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At a quick glance it seems like the problem goes away if you disable Write Defaults on the Ragdoll state (the one with no Motion assigned). Can you give this a try and see if it clears up problems for you? Looks like a bug to me, in which case I can pass it on to the Animation team

jean-...@t-online.de

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Feb 19, 2017, 11:44:59 AM2/19/17
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Yep, that seems to fix it here too!

Wow the Animator sure has gotten wonky in this Unity version... Well, thank you very much for your help! :-)

Should I encounter any more problems I will report them here but hopefully it won't be necessary.

By the way I saw that the asset is deprecated on the store. Do you plan to have something like it for the next major Unity version? Or did you stop the development for good?

jean-...@t-online.de

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Feb 19, 2017, 11:46:45 AM2/19/17
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Oh and can I just disable Write Defaults for now? Or will that break something?

Developer Support

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Feb 19, 2017, 4:22:25 PM2/19/17
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Disabling write defaults should be safe, as the RagdollAnimator takes care of re-writing defaults anyway. As for the package deprecation, that is mostly just because I don't have the bandwidth to shepherd new customers right now, particularly because the release schedule has fallen behind as far as it has.
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