Invalid animation id '<error: unknown AssetId protocol>':

I was creating animations for my sword game and weirdly I loaded an animation and got this error.

THE ERROR IS ON THE LINE WHERE IT SAYS: SwordWalkTrack = Animator:LoadAnimation(SwordWalkAnimation)

--!nonstrict

--// Variables

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local CollectionService = game:GetService("CollectionService")

local Player = Players.LocalPlayer or Players.PlayerAdded:Wait()
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid: Humanoid = Character.Humanoid
local Animator: Animator = Character.Humanoid.Animator

--// Movement Variables

local DashDebounce = false
local DashVelocity = 14000
local DashDuration = .2

local WDown = false
local ADown = false
local SDown = false
local DDown = false

--// Animations

local Animations = {
	["dash"] = "rbxassetid://15779249175",
	["swordidle"] = "rbxassetid://15779789629",
	["swordwalk"] = "rbxassetid://15780061008"
}

local DashAnimation = Instance.new("Animation")
DashAnimation.AnimationId = Animations["dash"]

local SwordIdleAnimation = Instance.new("Animation")
SwordIdleAnimation.AnimationId = Animations["swordidle"]

local SwordWalkAnimation = Instance.new("Animation")
SwordWalkAnimation.AnimationId = Animations["swordwalk"]

local DashTrack = Animator:LoadAnimation(script.dash)
DashTrack.Priority = Enum.AnimationPriority.Action

local SwordIdleTrack = Animator:LoadAnimation(SwordIdleAnimation)
SwordIdleTrack.Priority = Enum.AnimationPriority.Idle

local SwordWalkTrack = Animator:LoadAnimation(SwordWalkAnimation)
SwordWalkTrack.Priority = Enum.AnimationPriority.Movement
SwordWalkTrack.Looped = true--]]

--// Keycodes

local Keycodes = {
	["DashKeycode"] = Enum.KeyCode.F
}

--// Events

RunService.RenderStepped:Connect(function()
	SwordIdleTrack:Stop()
	local ToolEquipped = Character:FindFirstChildOfClass("Tool")
	if ToolEquipped then
		local IsKatana = ToolEquipped:HasTag("Katana")
		
		if Humanoid.MoveDirection:Dot(Humanoid.MoveDirection) == 0 and IsKatana then
			SwordIdleTrack:Play()
			--SwordWalkTrack:Stop()
		else
			--SwordWalkTrack:Play()
		end
	end
	if UserInputService:IsKeyDown(Enum.KeyCode.W) then
		WDown = true
	else
		WDown = false
	end
	
	if UserInputService:IsKeyDown(Enum.KeyCode.A) then
		ADown = true
	else
		ADown = false
	end
	
	if UserInputService:IsKeyDown(Enum.KeyCode.S) then
		SDown = true
	else
		SDown = false
	end
	
	if UserInputService:IsKeyDown(Enum.KeyCode.D) then
		DDown = true
	else
		DDown = false
	end
end)



--// Functions

local Functions = {}

Functions["Dash"] = function(character)
	do
		if not DashDebounce then
			DashDebounce = true
			local StartTime = tick()

			local HumanoidRootPart: Part = character:FindFirstChild("HumanoidRootPart")
			local Humanoid: Humanoid = character:FindFirstChild("Humanoid")


			local DashDirection
			local MoveDirection = Humanoid.MoveDirection
			local LookVector = HumanoidRootPart.CFrame.LookVector

			local NegVelocity = -DashVelocity

			if MoveDirection == Vector3.new(0, 0, 0) then
				DashDirection = HumanoidRootPart.CFrame * CFrame.new(LookVector.X, 0, LookVector.Z)
			else
				DashDirection = HumanoidRootPart.CFrame * CFrame.new(MoveDirection.X, 0, MoveDirection.Z)
			end

			local BodyGyro = Instance.new("BodyGyro")
			BodyGyro.Parent = HumanoidRootPart
			BodyGyro.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)
			BodyGyro.D = 0
			BodyGyro.P = 1
			BodyGyro.CFrame = CFrame.lookAt(HumanoidRootPart.Position, Vector3.new(DashDirection))

			local Attachment = Instance.new("Attachment")
			Attachment.Parent = HumanoidRootPart

			local VectorForce = Instance.new("VectorForce")
			VectorForce.Parent = HumanoidRootPart
			VectorForce.Attachment0 = Attachment
			VectorForce.Force = Vector3.new(0, 0, NegVelocity)

			Humanoid.AutoRotate = false
			DashTrack:Play()
			
			task.wait(DashDuration)
			Humanoid.AutoRotate = true
			VectorForce:Destroy()
			BodyGyro:Destroy()
			DashTrack:Stop()
			local EndTime = tick()
			task.wait(1)
			
			DashDebounce = false
		end
	end
end

UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if not gameProcessed then
		if input.KeyCode == Keycodes["DashKeycode"] then
			Functions["Dash"](Character)
		end
	end
end)

fixed there was an extra ‘a’ in the asset id :sob:

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