ERROR: Type mismatch between initial and final value: float and bool
ERROR: Type mismatch between initial and final value: bool and int
ERROR: Type mismatch between initial and final value: bool and float
This error appears randomly at the start of my project. This errors also appear continuously on my debug window (80,000+) while using animationPlayer and animationTree. I am assuming it has to do with animation but I have no other info on where I should look to fix it.
ps I’m currently adding more animations to my player so I update (copy/paste) player.glb file often. Not sure if this is an issue.
These are three different errors. They could be in one animation, or the could be in two three that play back-to-back
It appears when the animation is played. If it appears random to you, then that means sometimes the animation plays at startup and sometimes it doesn’t - which is a clue to help you track it down.
How exactly are you adding animations? In an external tool?
I deleted the player .glb import file and reopen the project. When I click animationTree node this Error show up.
ERROR: Animation name “crawl-forward” already exists in library.
The thing is this “crawl-forward” did exist in the old .glb file but not longer in the new .glb file that I copied over. It seems like animationTree isn’t updating animation correctly.
Is there a way to re initiate the animationTree to the new .glb file somehow?
How exactly are you adding animations? In an external tool?
I do it from blender. Change the animation names, delete some old “Pushed Down” and re do the “Push Down” of a new animation. Then I copy the new .glb over the old one in Godot.
Yeah the connection between the AnimationTree and AnimationPlayer can be tricky. Adding animations isn’t a problem, but removing them clearly is an issue. I’m not sure AnimationTree works, but it’s clearly not keying on the name. It looks like it’s storing the name, and using a lookup table. So if you want to delete an animation, I recommend you delete it from AnimationTree before the import.
I think I found the problem. My Blender file has a “crawl-forward” with no user on it (eg. 0 crawl-forward).
To give Godot more confusion I also got “0 crawl-forward” and “crawl-forward-loop” but Godot will save “crawl-forward-loop” as “crawl-forward”(?) I guess that confuses both me and Godot.
After I got rid of “0 crawl-forward” and re-uploaded the .glb file, so far no errors show up.