# Common Issues

## New Input System <a href="#docs-internal-guid-a9201116-7fff-fd08-4af8-2acc7bed47c1" id="docs-internal-guid-a9201116-7fff-fd08-4af8-2acc7bed47c1"></a>

If you are receiving this error:&#x20;

| ⚠️ Assets\GlassVaultStudio\SharedFiles\Scripts\GVS\_PlayerInput.cs(6,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?) |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

Make sure you have installed the new input system package:    com.unity.inputsystem&#x20;

Change the Active Input Handling to “Both”.

Edit > Project Settings > Player > Active Input Handling

## NavMesh and Agent

If you are receiving this error:&#x20;

| ⚠️ Failed to create agent because there is no valid NavMesh |
| ----------------------------------------------------------- |

* Make sure your terrain object has the NavMesh surface component on it.\
  ![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXdC94e0Q-MPkagLFEp2pOnYoYcrVxukRuqZ6xHEsRvbBk0UbLYqjepNluqDTMVq3AlXKO4GWBe9EJuZha56b_OA9un7nsXOgUhVLvNphSEOMUKHzppQ-7pZzJEhQgdAlq6LkZpkSRVAHmkAJs0Anp5qvlI?key=IyG1pVx3Axu-KYHJIV_G0g)
* Remember to click the Bake option so that the mesh is created on your terrain. If you already have a mesh, you can press clear, then bake again to update it.

## Jobs

If you are receiving this error:&#x20;

| ⚠️ Library\PackageCache\com.unity.jobs\Unity.Jobs\IJobParallelForDefer.cs(176,85): error CS8377: The type 'U' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeList\<T>' |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

* Ensure you are using the latest version of the Unity jobs asset. To do this, go to:\
  package manager > unity registry > jobs > version history  &#x20;
* Select update on the latest version.\
  ![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXfPFNH4MWrGm5HHSfXQk_fD6rBWgPINd8YdMk99uouH5mRvx1RNi6Z3EiYQ09EUBl4pcrp_Siymtssxows18wjWq58j-LdwSg616FtTDdUAfqqB8c427pJ6DryU0LiSUalloydA9w?key=IyG1pVx3Axu-KYHJIV_G0g)

## Character Animation SO

If the Character Animations SO prefab is not compiling correctly: please message GVS.

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXf1HgYFdBJze3hsBQsfb_ZYv-9fpLW8phUTUn2VKNKCtw0-XEl5gXPO19L38vJ64JRTMBrSINTri03wfoaL-ZSrkbYgGxlGC7Ol6pJ_hg9RRJACbGj9IVQoC1WnkJNUW8LZpb3R6Wu1UjeA-hPl6-yz5lA?key=IyG1pVx3Axu-KYHJIV_G0g)

## OnTriggerExit()

If you are trying to use Unity’s OnTriggerExit method, note that this is called if ANY part of the collider leaves the trigger area. The iMove player’s collider is intentionally placed down into the ground so that dynamic platforms can easily detect the player. To have the OnTriggerExit method behave correctly, you need to make sure it goes far enough below the ground so that the player’s collider is all the way within the trigger collider.

## Animator Controller

If your character isn't moving and stuck in the T-pose, this means the Animator Controller is likely missing from the Animator component of that character prefab. This can happen when assigning or creating a new animator controller. Ensure the animator controller on the Animator is the same one as the iMove Character Set up.

<div align="left"><figure><img src="https://content.gitbook.com/content/kuqenSWEx8b7FXpYhruW/blobs/XZnYtAj8F1zMYVpHuLdb/image.png" alt="" width="254"><figcaption></figcaption></figure></div>
