IndexOutOfRange Exception on creating an Animation Clip. NOT a code error; Error only appears after creating the clip.
I'm on part 3: Animations of the Sprite Animations chapter of the Ruby's Adventure 2D tutorial project:
I'm seeing a weird "IndexOutOfRange" exception whenever I try to make an animation clip. This is NOT a code error: this error only appears when I try to make an animation clip. Otherwise, it displays: The Animator Controller (Robot) you have used is not valid. Animations will not play
. This is expected, since I'm trying to add animations and animation clips to that animator controller, something I'm also having trouble doing.
Platform: Windows 10
Unity version: 2020.3.0f1
IDE: Visual Studio 2019, Version 16.10.0
C# version: Microsoft .NET Framework Version 4.8.04084
The error:
IndexOutOfRangeException: Index was outside the bounds of the array.
UnityEditorInternal.AnimationWindowUtility.AddClipToAnimatorComponent (UnityEngine.Animator animator, UnityEngine.AnimationClip newClip) (at :0)
UnityEditorInternal.AnimationWindowUtility.AddClipToAnimationPlayerComponent (UnityEngine.Component animationPlayer, UnityEngine.AnimationClip newClip) (at :0)
UnityEditorInternal.AnimationWindowUtility.EnsureAnimationPlayerHasClip (UnityEngine.Component animationPlayer) (at :0)
UnityEditorInternal.AnimationWindowUtility.InitializeGameobjectForAnimation (UnityEngine.GameObject animatedObject) (at :0)
UnityEditor.AnimEditor.SetupWizardOnGUI (UnityEngine.Rect position) (at :0)
UnityEditor.AnimEditor.MainContentOnGUI (UnityEngine.Rect contentLayoutRect) (at :0)
UnityEditor.AnimEditor.OnAnimEditorGUI (UnityEditor.EditorWindow parent, UnityEngine.Rect position) (at :0)
UnityEditor.AnimationWindow.OnGUI () (at :0)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at :0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at :0)
UnityEditor.DockArea.OldOnGUI () (at :0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at :0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at :0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at :0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at :0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at :0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at :0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at :0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at :0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)
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