Huge NullReferenceException Error.

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N1warhead
N1warhead ✭✭
Here is the Error I am getting......
if it helps, the game starts fine by its self.

But when I load another instance of game to test, I don't see anything wrong, everything works as should.
But i can't quite figure out what this means.

I have been watching "quill18creates" videos on setting my game up.
But even copying his scripts to exact specs, I still get this problem.
What gets me the most, is it is talking about files I haven't even touched, etc.
Such as (PhotonNetwork/NetworkingPeer.cs:3230)

Thank you!


ERROR
NullReferenceException: Object reference not set to an instance of an object
NetworkCharacter.OnPhotonSerializeView (.PhotonStream stream, .PhotonMessageInfo info) (at Assets/Scripts/System/NetworkCharacter.cs:37)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
PhotonView.ExecuteOnSerialize (.PhotonStream pStream, .PhotonMessageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:257)
NetworkingPeer.OnSerializeWrite (.PhotonView view) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3230)
NetworkingPeer.RunViewUpdate () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3149)
PhotonHandler.Update () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:90)


Here is my NetworkCharacter Script
using UnityEngine;
using System.Collections;

public class NetworkCharacter : Photon.MonoBehaviour {
	
	Vector3 realPosition = Vector3.zero;
	Quaternion realRotation = Quaternion.identity;
	
	Animator anim;
	
	
	// Use this for initialization
	void Start () {
		anim = GetComponent<Animator>();
		if(anim == null) {
			Debug.LogError ("You forgot to put an Animator component on this character prefab!");
		}
	}
	
	// Update is called once per frame
	void Update () {
		if( photonView.isMine ) {
			// Do nothing -- the character motor/input/etc... is moving us
		}
		else {
			transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
			transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
		}
	}
	
	public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
		if(stream.isWriting) {
			// This is OUR player. We need to send our actual position to the network.
			
			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation);
			stream.SendNext(anim.GetFloat("Speed"));
			stream.SendNext(anim.GetBool("Jumping"));
		}
		else {
			// This is someone else's player. We need to receive their position (as of a few
			// millisecond ago, and update our version of that player.
			
			realPosition = (Vector3)stream.ReceiveNext();
			realRotation = (Quaternion)stream.ReceiveNext();
			anim.SetFloat("Speed", (float)stream.ReceiveNext());
			anim.SetBool("Jumping", (bool)stream.ReceiveNext());
		}
		
	}
}

Comments

  • N1warhead
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    For anyone who has this problem in the future, I found the problem.

    my OnPhotonSerializeView I had as a Public Void, it just needs to be Void!!