NullReferenceException on StartGame
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NullReferenceException on StartGame
thetoeb
2022-02-11 13:46:34
Hello!
I wanted to start using Photon Fusion today and walked through the Getting Started section. I simply got the latest version (Photon-Fusion-0.13.0-RC-Nightly-406) on Unity version 2021.1.6f1 and also installed mono.cecil to a fresh 3d hdrp project. I created my AppId and used the wizard to store it. I simply almost copy and pasted the "Fusion 102 - Setting Up A Scene - Launching Fusion"-Code. But after "_launcher.StartGame" is called, NullReferenceException was thrown and the NetworkRunner shuts down.
Exceptions:
Even if i use the Feature "Fusion -> GameObject -> Setup Basic Fusion Scene" without my own Scripts/GameObjects, the same errors occur.
All my scenes are added to the Build-Settings aswell.
My code, but as i said, the same thing:
using System;
using System.Collections;
using System.Collections.Generic;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
using UnityEngine.SceneManagement;
public class NetworkBaseLogic : MonoBehaviour, INetworkRunnerCallbacks
{
public NetworkRunner Runner { get; private set; }
public async void StartGame(GameMode mode)
{
Runner = gameObject.AddComponent<NetworkRunner>();
Runner.ProvideInput = true;
var sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
var startGameResult = await Runner.StartGame(new StartGameArgs()
{
GameMode = mode,
SessionName = "Room Test 1",
Scene = SceneManager.GetActiveScene().buildIndex,
SceneObjectProvider = sceneManager,
});
Debug.Log("DebugResult: "+startGameResult);
}
private void OnGUI()
{
if (Runner == null)
{
if (GUI.Button(new Rect(0, 0, 200, 40), "Host"))
{
StartGame(GameMode.Host);
}
if (GUI.Button(new Rect(0, 40, 200, 40), "Join"))
{
StartGame(GameMode.Client);
}
}
}
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input)
{
}
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
}
public void OnConnectedToServer(NetworkRunner runner)
{
}
public void OnDisconnectedFromServer(NetworkRunner runner)
{
}
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token)
{
}
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
{
}
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message)
{
}
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
}
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data)
{
}
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ArraySegment<byte> data)
{
}
public void OnSceneLoadDone(NetworkRunner runner)
{
}
public void OnSceneLoadStart(NetworkRunner runner)
{
}
}
I hope someone can help me with this issue.
Best regards
Comments
It would be good to see the complete callstack of the error.
I would suggest to update the Fusion SDK to latest. While I don't see if one of the fixes helps in this case, there are several.
Last but not least, we will double check our Getting Started doc with the latest version.
Thanks for answering. I asked this some days ago, so in the mean time it "resvolved" itself (Posts are taking long time for being approved..)
For anybody wondering: It was an actual bug in the NetworkRunner, there was an incorrect null-check at the AddBehavior method. But Version 0.13.0 Build 408 (and above i hope) fixes that problem. Build 406 only got this issue.
Sometimes our devs are too busy and forget to check the forum.
Thanks for your update! Glad you checked out the updated SDK.
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