CAR ENTER EXIT
MY PLAYER GETS IN CAR BUT MY CAR DOENT WORK
HERES MY ERROR-NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.SetProperty (System.Object target, System.String name, System.Object value) car get in.Update () (at Assets/car get in.js:21)
AND
HERES MY SCRIPT -
var Car : Transform;
var player : Transform;
var exitPoint : Transform;
var doorTriggerLeft : Transform;
var PlayerCamera : Camera;
var CarCamera : Camera;
var isPlayerVisable : boolean;
function Update (){
if (Input.GetButtonDown("Fire1")&& isPlayerVisable){
//Make player invisable and still standing
player.gameObject.SetActiveRecursively(false);
player.gameObject.active = false;
// Parent player to ExitPoint
player.parent = exitPoint.transform;
player.transform.localPosition = Vector3(-1.5,2,0);
//Parent playerParent to car
exitPoint.parent = Car.transform;
exitPoint.transform.localPosition = Vector3(-0.5,2,0);
// Enable car as controllable object
GameObject.Find("Car").GetComponent("Car Control script").enabled = true;
PlayerCamera.enabled = false;
CarCamera.enabled = true;
}
else
{
if (Input.GetButtonDown("Fire1")){
// Make Character visable again.
player.gameObject.SetActiveRecursively(true);
player.gameObject.active = true;
// Unparent Player from everything.
player.transform.parent = null;
// Parent Exit Point to Door Trigger.
exitPoint.parent = doorTriggerLeft.transform;
// Disable car as a controllable
GameObject.Find("Car").GetComponent("DrivingScript").enabled = false;
PlayerCamera.enabled = true;
CarCamera.enabled = false;
}
}
}
function OnTriggerEnter(Player : Collider) {
isPlayerVisable = true;
}
function OnTriggerExit(Player : Collider) {
isPlayerVisable = false;
}
Your answer
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