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Question by braisque · Mar 28, 2019 at 06:46 PM · raycastnullreferenceexception

Raycast: nullreferenceException error spammed, yet working...

Everything is working fine, so my code "should" be good, but it is bugging me that this error is, despite everything, spammed about 60 times/s. That could be a performance issue, also...

My code is supposed to detect interactable sprites when hovered by a raycast, then turn them into an other sprite to indicate to the player that he can "activate" it.

Here's my code:

     void Update()
     {
         Ray ray = new Ray(transform.position, transform.forward);
         RaycastHit hit;
 
         if (Physics.Raycast(ray, out hit, interactDistance))
         {
             hit.collider.GetComponent<Interactable_hint>().Hovered(); // This line is the problematic one. Somehow, unity didn't understand that I stated "if" just before...
 
             if ((hit.collider.CompareTag("People")) && (!IsTalking2))
             {
                 if (Input.GetKeyDown(KeyCode.Mouse0))
                 {
                     if (IsTalking == false)
                     {
                         hit.collider.GetComponent<DialogTrigger>().TriggerDialog();
                         IsTalking = true;
                     }
                     else
                     {
                         FindObjectOfType<DialogManager>().DisplayNextSentence();
                     }
                 }
             }
 
             if (hit.collider.CompareTag("Door"))
             {
                 if (Input.GetKeyDown(KeyCode.Mouse0))
                 {
                     hit.collider.transform.parent.GetComponent<DoorScript>().ChangeDoorState();
                 }
             }
 }

As you can see, this is a very simple code to interact with various object from a first-person camera. So why am I spammed with that error "Object reference not set to an instance of an object"? (For it is working as intended ><)

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Answer by braisque · Mar 28, 2019 at 08:20 PM

I solved it. Not the cleanest solution, I guess, but it works. I just moved the problematic line.

         Ray ray = new Ray(transform.position, transform.forward);
         RaycastHit hit;
 
         if (Physics.Raycast(ray, out hit, interactDistance))
         {
 
             if ((hit.collider.CompareTag("People")) && (!IsTalking2))
             {
                 hit.collider.GetComponent<Interactable_hint>().Hovered();
                 if (Input.GetKeyDown(KeyCode.Mouse0))
                 {
                     if (IsTalking == false)
                     {
                         hit.collider.GetComponent<DialogTrigger>().TriggerDialog();
                         IsTalking = true;
                     }
                     else
                     {
                         FindObjectOfType<DialogManager>().DisplayNextSentence();
                     }
                 }
             }
 
             if (hit.collider.CompareTag("Door"))
             {
                 hit.collider.GetComponent<Interactable_hint>().Hovered();
                 if (Input.GetKeyDown(KeyCode.Mouse0))
                 {
                     hit.collider.transform.parent.GetComponent<DoorScript>().ChangeDoorState();
                 }
             }
 }
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avatar image myzzie · Mar 28, 2019 at 10:07 PM 2
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The cleanest solution is:

         Interactable_hint component = hit.collider.GetComponent<Interactable_hint>();
         if(component != null)
         {
             component.Hovered();
         }




avatar image braisque myzzie · Apr 05, 2019 at 10:26 AM 0
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It is. Thank you, that worked like a charm!

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Answer by myzzie · Mar 28, 2019 at 07:09 PM

You don't have a layer mask so the ray hits everything with a collider in range. Does every gameobject with a collider in your scene have a component called Interactable_hint attached to it? If not, it'll be null and can therfore not call Hovered(), which will throw a null exception.

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avatar image braisque · Mar 28, 2019 at 08:19 PM 0
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I didn't know about Layer$$anonymous$$ask. I tried it and it was indeed a nice clean solution, but... But With layer masks activated, I could interact with objects through walls. So I had to do something else.

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