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Question by michaelZ · Sep 09, 2013 at 03:43 PM · error

code error in Stealth project 1

I followed the turorial, but I am getting the following errors: NullReferenceException: Object reference not set to an instance of an object PlayerMovement.Update () (at Assets/Scripts/player/PlayerMovement.cs:43)

NullReferenceException: Object reference not set to an instance of an object PlayerMovement.MovementManagement (Single horizontal, Single vertical, Boolean sneaking) (at Assets/Scripts/player/PlayerMovement.cs:52) PlayerMovement.FixedUpdate () (at Assets/Scripts/player/PlayerMovement.cs:33)

This is the script as I copied from the tutorial:

using UnityEngine; using System.Collections;

public class PlayerMovement : MonoBehaviour { public AudioClip shoutingClip; // Audio clip of the player shouting. public float turnSmoothing = 15f; // A smoothing value for turning the player. public float speedDampTime = 0.1f; // The damping for the speed parameter

 private Animator anim;              // Reference to the animator component.
 private HashIDs hash;               // Reference to the HashIDs.
 
 
 void Awake ()
 {
     // Setting up the references.
     anim = GetComponent<Animator>();
     hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
     
     // Set the weight of the shouting layer to 1.
     anim.SetLayerWeight(1, 1f);
 }
 
 
 void FixedUpdate ()
 {
     // Cache the inputs.
     float h = Input.GetAxis("Horizontal");
     float v = Input.GetAxis("Vertical");
     bool sneak = Input.GetButton("Sneak");
     
     MovementManagement(h, v, sneak);
 }
 
 
 void Update ()
 {
     // Cache the attention attracting input.
     bool shout = Input.GetButtonDown("Attract");
     
     // Set the animator shouting parameter.
     anim.SetBool(hash.shoutingBool, shout);
     
     AudioManagement(shout);
 }
 
 
 void MovementManagement (float horizontal, float vertical, bool sneaking)
 {
     // Set the sneaking parameter to the sneak input.
     anim.SetBool(hash.sneakingBool, sneaking);
     
     // If there is some axis input...
     if(horizontal != 0f || vertical != 0f)
     {
         // ... set the players rotation and set the speed parameter to 5.5f.
         Rotating(horizontal, vertical);
         anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
     }
     else
         // Otherwise set the speed parameter to 0.
         anim.SetFloat(hash.speedFloat, 0);
 }
 
 
 void Rotating (float horizontal, float vertical)
 {
     // Create a new vector of the horizontal and vertical inputs.
     Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
     
     // Create a rotation based on this new vector assuming that up is the global y axis.
     Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
     
     // Create a rotation that is an increment closer to the target rotation from the player's rotation.
     Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
     
     // Change the players rotation to this new rotation.
     rigidbody.MoveRotation(newRotation);
 }
 
 
 void AudioManagement (bool shout)
 {
     // If the player is currently in the run state...
     if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState)
     {
         // ... and if the footsteps are not playing...
         if(!audio.isPlaying)
             // ... play them.
             audio.Play();
     }
     else
         // Otherwise stop the footsteps.
         audio.Stop();
     
     // If the shout input has been pressed...
     if(shout)
         // ... play the shouting clip where we are.
         AudioSource.PlayClipAtPoint(shoutingClip, transform.position);
 }

}

Everything is declared, but still getting the errors

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avatar image kjones3d · Apr 08, 2014 at 02:37 PM 0
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Has there been any solution to this? I have a student doing the same tutorial even using the Done Scripts and it still throws errors about sneaking and shouting not being set to an instance of an object. The gameController is tagged correctly and the HashIDs script is applied.

Any ideas?

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Answer by ZAD44 · Feb 11, 2015 at 05:26 PM

Hi

I had same problem at first too. But then I deleted my "HashIDs" from the project and went to the done "HashIds", copied the code and as I code through Visual Studio I manually added a class in the assets folder by Visual Studio, deleted the code and pasted the copied code and, using UnityEngine; using System.Collections;

public class DoneHashIDs : MonoBehaviour {} I replaced the "DoneHashIDs" with "HashIDs" and then went back to Unity and dragged the HashIDs from the assets to the GameController.

Your Welcome

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