iMove
  • Getting Started
    • đźš©iMove Set Up (Start Here)
    • Creating New Characters
    • Changing Characters at Runtime
    • Adding Custom Actions
  • Animation Packs
    • Supported Animation Packs
    • Integrated Animation Packs
    • Custom Animation Packs
  • Integrations
    • iStep
    • Strider
    • Motion Warping
    • Ragdoll Animator 2
    • Networking - NGO
    • NavMesh Agents
  • Components
    • iMove
    • iMove Interactable
    • iMove NPC
    • iMove Character Set Up
    • Dynamic Terrain
    • GVS Camera Controller
    • GVS Player Input
    • GVS Player Sounds Manager
  • Other
    • Components API Guide
    • Common Issues
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On this page
  • New Input System
  • NavMesh and Agent
  • Jobs
  • Character Animation SO
  • OnTriggerExit()
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Common Issues

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Last updated 5 months ago

New Input System

If you are receiving this error:

⚠️ 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

Change the Active Input Handling to “Both”.

Edit > Project Settings > Player > Active Input Handling

NavMesh and Agent

If you are receiving this error:

⚠️ Failed to create agent because there is no valid NavMesh

  • Make sure your terrain object has the NavMesh surface component on it.

  • 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:

⚠️ 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

  • Select update on the latest version.

Character Animation SO

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

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.