As soon as play the demo, Object Fader.OnAttachCharacter get executed.That error doesn't look like it is directly related to UMA. It looks like m_CharacterFadeMaterials is null, but this should be initialized within OnAttachCharacter. Does ObjectFader.OnAttachCharacter get executed?
When OnAttachCharacter is called, UMARenderer has not been created as a child object of UMADynamicCharacterAvatar yet.No - m_CharacterFadeMaterials should be initialized on line 212. Can you set a breakpoint within OnAttachCharacter and determine why it's not getting to that line?
Opsive.UltimateCharacterController.ThirdPersonController.Camera.ObjectFader:OnAttachCharacter(GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/ThirdPersonController/Camera/ObjectFader.cs:178)
Opsive.UltimateCharacterController.Events.InvokableAction`1:Invoke(GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/InvokableAction.cs:87)
Opsive.UltimateCharacterController.Events.EventHandler:ExecuteEvent(Object, String, GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/Events/EventHandler.cs:392)
Opsive.UltimateCharacterController.Camera.CameraController:InitializeCharacter(GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:460)
Opsive.UltimateCharacterController.Camera.CameraController:set_Character(GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:62)
Opsive.UltimateCharacterController.Integrations.UMA.UMACharacterBuilder:OnCharacterCreated(UMAData) (at Assets/Opsive/UltimateCharacterController/Integrations/UMA/UMACharacterBuilder.cs:133)
UMA.UMAData:FireUpdatedEvent(Boolean) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:1186)
UMA.UMAGeneratorBuiltin:UMAReady() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:373)
UMA.UMAGeneratorBuiltin:HandleDirtyUpdate(UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:258)
UMA.UMAGeneratorBuiltin:OnDirtyUpdate() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:272)
UMA.UMAGeneratorBuiltin:Work() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:132)
The way I use it is not to set it at run time using UMACharacterBuilder.OnAttachCharacter should be called after UMA has completed so the renderer should be completed. I am assuming that you are using the runtime version from the UMA docs, correct? Here's my call stack where OnAttachCharacter is called after UMA is complete and the renderers have been added.
where is the code for this please, so i can just disable it and confirm that is the issue (I am in an empty scene so also confused that a collision may be an issue). Thanks.The collider will readjust to get out of the way if there is a collision, but just a renderer being added shouldn't cause a problem because there is no collider associated with that.