Question by 
               DaresFireson · May 28, 2019 at 09:31 AM · 
                c#scripting problemerrornullreferenceexceptionnull reference exception  
              
 
              Null Reference in UnityStandardAssets.Utility.WaypointProgressTracker.Update
I have reached at the end of everything I could try and didn't find a solution to this problem
NullReferenceException: Object reference not set to an instance of an object UnityStandardAssets.Utility.WaypointProgressTracker.Update () (at Assets/Standard Assets/Utility/WaypointProgressTracker.cs:95)
 using System;
 using UnityEngine;
 
 namespace UnityStandardAssets.Utility
 {
     public class WaypointProgressTracker : MonoBehaviour
     {
         // This script can be used with any object that is supposed to follow a
         // route marked out by waypoints.
 
         // This script manages the amount to look ahead along the route,
         // and keeps track of progress and laps.
 
         [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow
 
         [SerializeField] private float lookAheadForTargetOffset = 5;
         // The offset ahead along the route that the we will aim for
 
         [SerializeField] private float lookAheadForTargetFactor = .1f;
         // A multiplier adding distance ahead along the route to aim for, based on current speed
 
         [SerializeField] private float lookAheadForSpeedOffset = 10;
         // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
 
         [SerializeField] private float lookAheadForSpeedFactor = .2f;
         // A multiplier adding distance ahead along the route for speed adjustments
 
         [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
         // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
 
         [SerializeField] private float pointToPointThreshold = 4;
         // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
 
         public enum ProgressStyle
         {
             SmoothAlongRoute,
             PointToPoint,
         }
 
         // these are public, readable by other objects - i.e. for an AI to know where to head!
         public WaypointCircuit.RoutePoint targetPoint { get; private set; }
         public WaypointCircuit.RoutePoint speedPoint { get; private set; }
         public WaypointCircuit.RoutePoint progressPoint { get; private set; }
 
         public Transform target;
 
         private float progressDistance; // The progress round the route, used in smooth mode.
         private int progressNum; // the current waypoint number, used in point-to-point mode.
         private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)
         public float speed; // current speed of this object (calculated from delta since last frame)
 
         // setup script properties
         private void Start()
         {
             // we use a transform to represent the point to aim for, and the point which
             // is considered for upcoming changes-of-speed. This allows this component
             // to communicate this information to the AI without requiring further dependencies.
 
             // You can manually create a transform and assign it to this component *and* the AI,
             // then this component will update it, and the AI can read it.
             if (target == null)
             {
                 target = new GameObject(name + " Waypoint Target").transform;
             }
 
             Reset();
         }
 
 
         // reset the object to sensible values
         public void Reset()
         {
             progressDistance = 0;
             progressNum = 0;
             if (progressStyle == ProgressStyle.PointToPoint)
             {
                 target.position = circuit.Waypoints[progressNum].position;
                 target.rotation = circuit.Waypoints[progressNum].rotation;
             }
         }
 
 
         private void Update()
         {
             if (progressStyle == ProgressStyle.SmoothAlongRoute)
             {
                 // determine the position we should currently be aiming for
                 // (this is different to the current progress position, it is a a certain amount ahead along the route)
                 // we use lerp as a simple way of smoothing out the speed over time.
                 if (Time.deltaTime > 0)
                 {
                     speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
                                        Time.deltaTime);
                 }
                 target.position = circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed).position;
                 target.rotation = Quaternion.LookRotation(circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed).direction);
 
 
                 // get our current progress along the route
                 progressPoint = circuit.GetRoutePoint(progressDistance);
                 Vector3 progressDelta = progressPoint.position - transform.position;
                 if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                 {
                     progressDistance += progressDelta.magnitude*0.5f;
                 }
 
                 lastPosition = transform.position;
             }
             else
             {
                 // point to point mode. Just increase the waypoint if we're close enough:
 
                 Vector3 targetDelta = target.position - transform.position;
                 if (targetDelta.magnitude < pointToPointThreshold)
                 {
                     progressNum = (progressNum + 1)%circuit.Waypoints.Length;
                 }
 
 
                 target.position = circuit.Waypoints[progressNum].position;
                 target.rotation = circuit.Waypoints[progressNum].rotation;
 
                 // get our current progress along the route
                 progressPoint = circuit.GetRoutePoint(progressDistance);
                 Vector3 progressDelta = progressPoint.position - transform.position;
                 if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                 {
                     progressDistance += progressDelta.magnitude;
                 }
                 lastPosition = transform.position;
             }
         }
 
         private void OnTriggerEnter(Collider other)
         {
             if (other.tag == "Targets")
                 Destroy(this.gameObject);
         }
 
         //private void OnDrawGizmos()
         //{
         //    if (Application.isPlaying)
         //    {
         //        Gizmos.color = Color.green;
         //        Gizmos.DrawLine(transform.position, target.position);
         //        Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
         //        Gizmos.color = Color.yellow;
         //        Gizmos.DrawLine(target.position, target.position + target.forward);
         //    }
         //}
     }
 }
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              Your answer
 
 
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