can't spawn player because of NullReferenceException
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Hello,
i need help with this probleme...
This is row 138
would be very nice if anyone could help me.
i need help with this probleme...
NullReferenceException: Object reference not set to an instance of an object ThirdPersonController.UpdateSmoothedMovementDirection () (at Assets/Photon Unity Networking/Demos/DemoWorker/Scripts/Game/Player/ThirdPersonController.cs:138) ThirdPersonController.Update () (at Assets/Photon Unity Networking/Demos/DemoWorker/Scripts/Game/Player/ThirdPersonController.cs:306)
This is row 138
void UpdateSmoothedMovementDirection() { 138 Transform cameraTransform = Camera.main.transform; bool grounded = IsGrounded(); // Forward vector relative to the camera along the x-z plane Vector3 forward = cameraTransform.TransformDirection(Vector3.forward); forward.y = 0; forward = forward.normalized; // Right vector relative to the camera // Always orthogonal to the forward vector Vector3 right = new Vector3(forward.z, 0, -forward.x); float v = Input.GetAxisRaw("Vertical"); float h = Input.GetAxisRaw("Horizontal"); // Are we moving backwards or looking backwards if (v < -0.2f) movingBack = true; else movingBack = false; bool wasMoving = isMoving; isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f; // Target direction relative to the camera Vector3 targetDirection = h * right + v * forward; // Grounded controls if (grounded) { // Lock camera for short period when transitioning moving & standing still lockCameraTimer += Time.deltaTime; if (isMoving != wasMoving) lockCameraTimer = 0.0f; // We store speed and direction seperately, // so that when the character stands still we still have a valid forward direction // moveDirection is always normalized, and we only update it if there is user input. if (targetDirection != Vector3.zero) { // If we are really slow, just snap to the target direction if (moveSpeed < walkSpeed * 0.9f && grounded) { moveDirection = targetDirection.normalized; } // Otherwise smoothly turn towards it else { moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000); moveDirection = moveDirection.normalized; } } // Smooth the speed based on the current target direction float curSmooth = speedSmoothing * Time.deltaTime; // Choose target speed //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f); _characterState = CharacterState.Idle; // Pick speed modifier if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) { targetSpeed *= runSpeed; _characterState = CharacterState.Running; } else if (Time.time - trotAfterSeconds > walkTimeStart) { targetSpeed *= trotSpeed; _characterState = CharacterState.Trotting; } else { targetSpeed *= walkSpeed; _characterState = CharacterState.Walking; } moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth); // Reset walk time start when we slow down if (moveSpeed < walkSpeed * 0.3f) walkTimeStart = Time.time; } // In air controls else { // Lock camera while in air if (jumping) lockCameraTimer = 0.0f; if (isMoving) inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration; } }and this 306
if (isControllable) { if (Input.GetButtonDown("Jump")) { lastJumpButtonTime = Time.time; } 306 UpdateSmoothedMovementDirection(); // Apply gravity // - extra power jump modifies gravity // - controlledDescent mode modifies gravity ApplyGravity(); // Apply jumping logic ApplyJumping(); // Calculate actual motion Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity; movement *= Time.deltaTime; // Move the controller CharacterController controller = GetComponent<CharacterController>(); collisionFlags = controller.Move(movement); }i don't understand the problem and i don't know how to fix this.
would be very nice if anyone could help me.
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Comments
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public Transform cameraTransform;
-Remove line 138
-Declare global camera transform variable(mentioned above)
-Drag and drop ref. via editor.
Can you try like this?0 -
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I got it, i just had to simply delete some things out of the asset i downloaded0
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Hi, I'm getting the same issue. What exactly did you delete to fix this?
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