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Joystick movement problems
I am trying to make a joystick movement option in the game but when ever i press play this appers in the console
"NullReferenceException: Object reference not set to an instance of an object ThirdPersonInput.Update () (at Assets/ThirdPersonInput.cs:20)"
here is the code also, i am using joystick pack from asset store.
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (ThirdPersonCharacter))] public class ThirdPersonUserControl : MonoBehaviour { private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object private Transform m_Cam; // A reference to the main camera in the scenes transform private Vector3 m_CamForward; // The current forward direction of the camera private Vector3 m_Move; [HideInInspector] public bool m_Jump; [HideInInspector] // the world-relative desired move direction, calculated from the camForward and user input. public float Hinput; [HideInInspector] public float vinput;
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
//float h = CrossPlatformInputManager.GetAxis("Horizontal");
//float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = vinput*m_CamForward + Hinput*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = vinput*Vector3.forward + Hinput*Vector3.right;
}
if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
And
using UnityEngine; using UnityStandardAssets.Characters.ThirdPerson;
public class ThirdPersonInput : MonoBehaviour { public FixedJoystick leftJoystick; public FixedButton Button; protected ThirdPersonUserControl Control;
// Start is called before the first frame update
void Start()
{
Control.GetComponent<ThirdPersonUserControl>();
}
// Update is called once per frame
void Update()
{
Control.m_Jump = Button.Pressed;
Control.Hinput = leftJoystick.input.x;
Control.vinput = leftJoystick.input.y;
}
}
But this keeps happening