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By Design
By Design in 3.0.X
Votes
0
Found in [Package]
3.0.0
Issue ID
DANB-1080
Regression
No
A "Failed to load" error is thrown in the Console when a new Animation Clip is created on an imported .aseprite Animator
How to reproduce:
1. Open the “RPG Game.zip“ project
2. Open the “SampleScene“
3. Open and dock the Animation window somewhere on the Editor
4. Select “Torch_Red“ and in the Animation window, press on “Create New Clip“ to create a new Animation Clip
5. Finish creating the Animation Clip and observe the Console
Expected result: Either the “Create New Clip“ button is grayed out, or the animation is successfully created without any errors
Actual result: A “Failed to load” error is thrown
Reproducible in: 1.0.0 (6000.3.0a4), 3.0.0 (2023.3.0a2, 6000.0.55f1, 6000.2.0f1, 6000.3.0a4)
Could not test in: 2023.1.0a1 (Unsolvable aseprite importer errors)
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
- After saving the project, the animation clip will disappear from the Animation list
- I believe no other file format can have Animator objects, so the bug is likely related only to the Aseprite Importer
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Resolution Note:
As explained in the Aseprite's documentation page (https://docs.unity3d.com/Packages/com.unity.2d.aseprite@1.0/manual/ImporterFAQ.html#how-to-make-changes-to-an-animator-controller), the Animator Controller is created as a ReadOnly structure. If you wish to make changes to it, please follow the steps outlined in the documentation page.
Resolution Note (3.0.X):
As explained in the Aseprite's documentation page (https://docs.unity3d.com/Packages/com.unity.2d.aseprite@1.0/manual/ImporterFAQ.html#how-to-make-changes-to-an-animator-controller), the Animator Controller is created as a ReadOnly structure. If you wish to make changes to it, please follow the steps outlined in the documentation page.