Hia, I’ve been a long-time player of this game since A17, and this has been a consistent issue for me ever since I started playing. Stopped playing for a long while because of this issue, (finally got fed up after reading and trying a lot of solutions online and none working), and after coming back and playing again, and begrudgingly tolerating it since A18 dropped, I decided to see if I can get some help and hear it right from the horse’s mouth what this issue may be and how to fix it. Reading around online, I also have noticed this is an issue for other players too, so this isn’t just an isolated case for me alone.
Every time I play, at seemingly random times after playing for a few minutes, the game will completely freeze to 0 FPS for anywhere from 1 to 30 seconds, then comes back, and freezes or severely slows again for a few seconds after, before it goes back to normal FPS. This usually happens when I get more into a game and start changing stuff (breaking blocks, harvesting trees, building stuff, exploring more of the map, etc.), but can even start happening on day one of a new game. It generally happens when I’m doing an action, whether killing an enemy and making its head explode or knocking it down, looting something, opening a menu, or even just simply walking around sometimes. It seems to be even more prevalent when I’m playing on servers, too.
Possibly related, the startup (when the screen is fading in) also takes anywhere from 5-10 seconds, with extremely low or zero framerate for up to 10 seconds after the fading in ends, as well as with looking around or any action, generally on later days in the game. Not sure if that’s normal, but don’t think so.
I’ve tried basically all the suggestions I’ve found online, from disabling all mods, disabling EAC, changing my graphics settings to lowest possible (all lowest possible settings, and 800×600 resolution) or simply defaulting them, making a new player profile and deleting the old one, completely deleting all 7-Days related files and the registry entry for the game and installing fresh, limiting RAM usage, and none of that changed anything. My computer is within the required specs, so it’s not a matter of hardware either.
Doing some light debugging, I looked at the console after every freeze and noticed something: a yellow error ‘Calling Animator.GotoState on Synchronize layer’ happened after EVERY freeze, so it HAS to be related. I’ve also included a pastebin link with my log file with all my computer info and such below. Please get back to me with any info or possible fixes.
Thanks,
Legio
https://pastebin.com/eExs4BiX
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Zerebokep opened this issue
Jul 5, 2016
· 0 comments
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The following warning is thrown when calling Dirty(), but only if there is a synchronize layer in the used animator.
Calling Animator.GotoState on Synchronize layer
UnityEngine.Animator:Play(Int32, Int32, Single)
UMA.AnimatorState:RestoreAnimatorState(Animator) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBase.cs:94)
UMA.UMAGeneratorBase:UpdateAvatar(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBase.cs:136)
UMA.UMAGeneratorBuiltin:UpdateUMABody(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:310)
UMA.UMAGeneratorBuiltin:HandleDirtyUpdate(UMAData) (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:230)
UMA.UMAGeneratorBuiltin:OnDirtyUpdate() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:246)
UMA.UMAGeneratorBuiltin:Work() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:124)
UMA.UMAGeneratorBuiltin:Update() (at Assets/Standard Assets/UMA/Core/Scripts/UMAGeneratorBuiltin.cs:89)
1 participant
Whenever i start or make a game i always got stuck on building environment. I opened the console while trying to load in a game and it said in yellow «calling animator.gotostate on synchronise layer». It won’t go past this and the game just freezes
Pic link: https://imgur.com/a/iLzq8zJ
SOLVED: Computer was using the wrong GPU. Thank you all for you help!
This one has me a little bit baffled.
I’m using a mecanim sync layer to handle animations when the players are damaged, so everything stays all nice and tidy, and the animations are just switched out when required. The state machine works fine when the players are healthy. The correct synced animations also work when called directly from an event (like a battle start or battle end one).
However, when the synced animations are being called by the game when attacking, using items, casting spells, anything like that, using the «Use Play» tick box in the Animations settings, they don’t work. Nor have I been able to get the sync layers to work using parameters. Layer Index is set, as is Set Layer Weight. I get this error:
Calling Animator.GotoState on Synchronize layer
UnityEngine.Animator:Play(String, Int32)
ORKFramework.Animations.MecanimAnimation:Play(Animator)
ORKFramework.Animations.AnimationSetting:MecanimPlay(AnimInfo&, Animator, Int32)
ORKFramework.CombatantAnimations:Play(Int32)
ORKFramework.Events.Steps.CombatantAnimationStep:Continue(BaseEvent)
ORKFramework.Events.Steps.CombatantAnimationStep:Execute(BaseEvent)
ORKFramework.Events.BattleEvent:ExecuteNextStep()
ORKFramework.Events.BaseEvent:StartEvent()
ORKFramework.Events.BattleEvent:StartEvent(IEventStarter, GameObject)
ORKFramework.BaseAction:PerformAction()
ORKFramework.BaseBattle:PerformAction(BaseAction)
ORKFramework.ActiveTimeBattle:PerformNextAction3()
ORKFramework.d__0:MoveNext()
Any ideas what I screwed up?
#31
Posted 13 January 2022 — 10:21 am
bdubyah
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Old hand
In response to post #104142593. #104162023, #104176613 are all replies on the same post.
Ah, yeah, removing mods from a current game is a no-no. It can cause all sorts of problems. Adding them is usually okay, depending on what they do. But removing almost any mod will cause issues.
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#32
RicTrager2D
Posted 19 January 2022 — 03:06 pm
RicTrager2D
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Journeyman
Hello, I really liked your «mod»! Can I get «permission» to use your «mod» in my build? What conditions must be met to use your «mod» at home?
P.S. I use a translator
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#33
bdubyah
Posted 20 January 2022 — 04:56 am
bdubyah
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- 924 posts
Old hand
In response to post #104470033.
I’m assuming you mean include this mod in a pack of some sort? If so, yes, you can. But you must not alter it in any way directly, and of course give me credit.
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#34
RicTrager2D
Posted 20 January 2022 — 07:57 pm
RicTrager2D
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- 49 posts
Journeyman
In response to post #104470033. #104498168 is also a reply to the same post.
OK, thanks a lot! I will mention your «mod» and you directly as a developer!
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#35
GVALT
Posted 25 February 2022 — 10:57 am
GVALT
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- 523 posts
Old hand
Thanks for updating to A20!
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#36
buziaczek
Posted 06 March 2022 — 07:21 pm
The Marauder is not compatible with the Harrys Vehicle Mods A20 mod, so you can do something about it
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#37
Yoda17
Posted 21 March 2022 — 10:47 pm
Yoda17
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Stranger
I keep getting errors saying that the marauder cant be loaded cause its already loaded, makes my game refuse to load.
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#38
bdubyah
Posted 22 March 2022 — 08:30 am
bdubyah
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- Premium Member
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- 924 posts
Old hand
In response to post #107179718.
What does your log look like?
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