Hi - loving the ORK Framework so far, awesome work!
I have Mechanim animations set up for a 2D prefab, and about half of them work out of the box using your Mechanim tutorial. Specifically, Attack and Defend seem to throw some "Parameter: Hash does not exist" errors when they should be triggered. Since *some* of the animations work, I'm guessing ORK is interacting correctly with my Animator component so that's good, but I'm a bit baffled about the others.
I've double checked the state names, and that the parameters are lowercase "attack" and "defend", in both the Animation Controller and in ORK's animation settings. Any idea what the issue could be? Hopefully something simple I missed :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
There are definitely no spaces, and the spelling/case seems okay. Here are the inspector and the Animation settings from ORK for the Attack state:
If I tick the triggers while the game is running, the animations fire, so yeah. I'm guessing ORK can't find these parameters somehow... so weird.
You could try adding the layer name to the parameter name, e.g. "Base Layer.attack".
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I noticed this when I tried triggering the animator through a script, which can be done with either a string or an int parameter. The string value "attack" triggered the animation, but the error message I was getting from ORK seems to be reading it as an int?
I should have added the full error message from the start, sorry. The long int values are consistent (i.e., this specific number is always the non-working "attack" parameter).
I'll make using the hash key optional in the next update, that should solve this issue :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!