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Invalid effector for CustomOverlay attribute.

Daniel 5 months ago updated 2 months ago 4

Just bought Bolt and I'm already having an error...

It seems to be related to the Graph window.

I press Play and I get this error:

Invalid effector for CustomOverlay attribute.
System.Attribute:GetCustomAttributes(MemberInfo, Boolean)
Ludiq.AttributeCache:.ctor(MemberInfo)
Ludiq.AttributeUtility:GetAttributeCache(MemberInfo)
Ludiq.AttributeUtility:HasAttribute(MemberInfo, Boolean)
Ludiq.<>c:b__9_0(Type)
System.Linq.WhereEnumerableIterator`1:MoveNext()
Ludiq.SingleDecoratorProvider`3:MapAttributeTypes()
Ludiq.SingleDecoratorProvider`3:.ctor()
Ludiq.GraphContextProvider:.ctor()
Ludiq.GraphContextProvider:.cctor()
Ludiq.XGraphContextProvider:Context(GraphReference)
Ludiq.GraphWindow:set_reference(GraphReference)
Ludiq.GraphWindow:b__54_0()
Ludiq.PluginContainer:add_delayCall(Action)
Ludiq.GraphWindow:OnEnable()

Bolt Version:
1.4.11
Unity Version:
2019.2.0f1
Platform(s):
PC - Windows 10
Scripting Backend:
Mono
.NET Version (API Compatibility Level):
.NET 4.x
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Hi Daniel,

Sorry you're experiencing this issue and thank you for the report.

Do you have any line numbers available with this stack trace?

Do you get a warning or an error?

At a glance, it seems like this would be a warning, because one of the attributes in your codebase throws an exception when initialized (it is misconfigured). Bolt should, however, be able to recover from this. 

I can't find any information online about a "CustomOverlay" attribute, so I'm guessing this is unique to your source / project. I would try looking at that attribute's constructor and seeing why it's throwing an exception — attributes should generally not throw exceptions on initialization.

Hi Lazio,

Thank you for getting back to me!

There's not really any line number, I shared everything that I had!

I get an error but Bolt is working in general though.

Actually... I double-clicked on it and it opened up where the error was. I'm using the animation rigging package provided by Unity in my project and maybe Bolt is interfering with it somehow? I never had that error before I installed Bolt.

Not sure exactly how to fix that!

Stack trace:

Invalid effector for CustomOverlay attribute.
System.Attribute:GetCustomAttributes(MemberInfo, Boolean)
Ludiq.AttributeCache:.ctor(MemberInfo)
Ludiq.AttributeUtility:GetAttributeCache(MemberInfo)
Ludiq.AttributeUtility:HasAttribute(MemberInfo, Boolean)
Ludiq.<>c:b__9_0(Type)
System.Linq.WhereEnumerableIterator`1:MoveNext()
Ludiq.SingleDecoratorProvider`3:MapAttributeTypes()
Ludiq.SingleDecoratorProvider`3:.ctor()
Ludiq.EditorProvider:.ctor()
Ludiq.EditorProvider:.cctor()
Ludiq.XEditorProvider:Editor(Metadata)
Ludiq.Individual:OnGUI()
Ludiq.OptimizedEditor`1:OnInspectorGUI()
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

C# class where the error is found:

using UnityEngine;

namespace UnityEditor.Animations.Rigging
{
using System;

[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
public sealed class CustomOverlayAttribute : Attribute
{
private Type m_EffectorType;

public CustomOverlayAttribute(Type effectorType)
{
if (effectorType == null || !effectorType.IsSubclassOf(typeof(IRigEffector)))
Debug.LogError("Invalid effector for CustomOverlay attribute.");

m_EffectorType = effectorType;
}

public Type effectorType { get => m_EffectorType; }
}
}

Any news on that? Any way we can make sure Bolt doesn't interfere with the official Unity Animation Package?

Thanks!

Were you unable to reproduce it after downloading the Unity Animation package?

Cheers,