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Question by bonamoogy · Dec 24, 2018 at 02:26 AM · eventdelegate

the script runs when it was first created, but if I close my unity and re-run the game the script says nul reference ?! Why is it like that? please help

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent(typeof(MoveController))] public class Player : MonoBehaviour {

 [SerializeField] float _speed;
 [SerializeField] MouseControl mouseControl;

 private InputController inputController;

 private Vector2 mouseInput;

 // MoveController
 private MoveController m_moveController;
 private MoveController moveController
 {
     get
     {
         if (m_moveController == null)
         {
             m_moveController = GetComponent<MoveController>();
         }
         return m_moveController;
     }
 }

 [System.Serializable]
 public class MouseControl
 {
     public Vector2 _damping;
     public Vector2 _sensitifity;
 }

 private void Awake()
 {
     inputController = GameManager.Instance.InputController;
     GameManager.Instance.localPlayer = this;
 }

 private void Update()
 {
     Vector2 _direction = new Vector2(inputController.Horizontal * _speed, inputController.Vertical * _speed);
     moveController.Move(_direction);

     mouseInput.x = Mathf.Lerp(mouseInput.x, inputController.MouseInput.x, 1f / mouseControl._damping.x);
     transform.Rotate(Vector3.up * mouseInput.x * mouseControl._sensitifity.x);
 }

}

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avatar image Kimimaru · Dec 24, 2018 at 02:51 AM 0
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Can you post the stack trace?

avatar image Glurth · Dec 24, 2018 at 03:58 AM 0
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better show us Game$$anonymous$$anager.Instance.InputController also.

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