Remote Player Models
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Hey, I have been trying to change the models of other players in the MMO Demo for a while now. I changed the CreateActor function to this for testing:
When I run it in the unity engine, it crashes when i come within viewing distance of another player. Although it works if i change the model in the prefab to a simple cube Game Object but it makes the cube retain the shape that the cylinder usually is no matter what i scale it to in the the prefab. Now when I run the game from an .exe it seems to work with the model although its a little buggy as far as its position, and the text goes. The output_log.txt seems to mostly have this error alot:
private void CreateActor(Game engine, Item actor) { // do not show local actor if (actor != engine.Avatar) { GameObject actorCube = GameObject.Instantiate(Resources.Load("PlayerFab")) as GameObject; Actor actorBehaviour = (Actor)actorCube.AddComponent(typeof(Actor)); actorBehaviour.Initialize(actor, this.camHeight); } }
When I run it in the unity engine, it crashes when i come within viewing distance of another player. Although it works if i change the model in the prefab to a simple cube Game Object but it makes the cube retain the shape that the cylinder usually is no matter what i scale it to in the the prefab. Now when I run the game from an .exe it seems to work with the model although its a little buggy as far as its position, and the text goes. The output_log.txt seems to mostly have this error alot:
(Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Actor.ShowActor (Boolean show) [0x00000] in <filename unknown>:0 at Actor.Update () [0x00000] in <filename unknown>:0
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Comments
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looks like something here is null:
if (this.transform.renderer.enabled != show) { this.transform.renderer.enabled = show; this.actorText.transform.renderer.enabled = show; }
Is there a way transform or transform.renderer could be null?0