Hi, I get this error when trying to play an event with a global parameter involved:
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
FMODUnity.EditorUtils.PreviewEvent (FMODUnity.EditorEventRef eventRef, System.Collections.Generic.Dictionary`2[TKey,TValue] previewParamValues) (at Assets/Plugins/FMOD/src/Editor/EditorUtils.cs:680)
FMODUnity.EventBrowser+TransportControls.OnGUI (FMODUnity.EditorEventRef selectedEvent, System.Collections.Generic.Dictionary`2[TKey,TValue] parameterValues) (at Assets/Plugins/FMOD/src/Editor/EventBrowser.cs:1050)
FMODUnity.EventBrowser+PreviewArea.DrawEventPreview (FMODUnity.EditorEventRef eventRef, System.Single[] metering) (at Assets/Plugins/FMOD/src/Editor/EventBrowser.cs:853)
FMODUnity.EventBrowser+PreviewArea.OnGUI (System.Single[] metering) (at Assets/Plugins/FMOD/src/Editor/EventBrowser.cs:803)
FMODUnity.EventBrowser.OnGUI () (at Assets/Plugins/FMOD/src/Editor/EventBrowser.cs:679)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <ad50112e30b445fdbf80d5814c3cbcf6>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <ad50112e30b445fdbf80d5814c3cbcf6>:0)
UnityEditor.DockArea.OldOnGUI () (at <ad50112e30b445fdbf80d5814c3cbcf6>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <4c8a9874288b4fb78fa7fdbcd8065b00>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <53902087bc8645c2b76c7b23d6928f19>:0)
That’s even when I’m trying to play it in the event browser. When I set the parameter back to local there is no more error and the sound plays correctly, but I’d need it to be global.
does anyone has gone trough something similar?
Unity version: 2020.3.23
Fmod version: 2.01.11