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Question by CrabbyLobster · Jun 26, 2020 at 04:11 PM · c#2dmovementinput

NullRefrenceException with new input system

Hi, so I have a movement script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.SceneManagement;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 public class PlayerMovement : MonoBehaviour
 {
     public Controls controls;
 
     public CharacterController2D controller;
 
     float horizontalMove = 0f;
     bool jump = false;
     bool crouch = false;
     public Collider2D player;
 
     [Range(1f, 150f)]
     public float runSpeed = 40f;
 
     Vector2 move;
 
     void Awake()
     {
         controls = new Controls();
 
         controls.Player.Jump.performed += ctx => Jump();
 
         controls.Player.Move.performed += ctx => move = ctx.ReadValue<Vector2>();
         controls.Player.Move.canceled += ctx => move = Vector2.zero;
     }
 
     void Update()
     {
         horizontalMove = move.x * runSpeed;
 
         Time.timeScale = Mathf.Clamp(Time.timeScale, 0f, 1f);
 
         Keyboard kb = InputSystem.GetDevice<Keyboard>();
         Gamepad gp = InputSystem.GetDevice<Gamepad>();
 
         if (kb.shiftKey.isPressed || gp.rightTrigger.isPressed)
         {
             crouch = true;
         }
         else
         {
             crouch = false;
         }
     }
 
     void FixedUpdate() => MovePlayer();
 
     void Jump() => jump = true;
 
     void MovePlayer()
     {
         controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
         jump = false;
     }
 
     void OnEnable() => controls.Player.Enable();
 
     void OnDisable() => controls.Player.Disable();
 }

I don't see anything wrong with it, but unity comes up with this error:

 NullReferenceException: Object reference not set to an instance of an object
 PlayerMovement.Update () (at Assets/Scripts/PlayerMovement.cs:42)

Does anyone know how to fix this?

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avatar image Boarbox · Jun 26, 2020 at 10:06 PM 1
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Without the code for the CharacterController2D, I wasn't able to test your code myself. However, I think you may want to consider using an InputAction rather than using Keyboard and Gamepad. Originally you had:

 if (kb.shiftKey.isPressed || gp.rightTrigger.isPressed)
 {
     crouch = true;
 }
 else
 {
     crouch = false;
 }


Which would become something like

 crouch = controls.Player.Crouch.ReadValue<float>() != 0f;


However, a better approach would be to use .started and .canceled, similar to how you used .performed for the $$anonymous$$ove action.

 void Awake()
  {
      controls = new Controls();
      
      controls.Player.Jump.performed += ctx => Jump();
             
      controls.Player.Crouch.started += ctx => crouch = true;
      controls.Player.Crouch.canceled += ctx => crouch = false;
 
      controls.Player.$$anonymous$$ove.performed += ctx => move = ctx.ReadValue<Vector2>();
      controls.Player.$$anonymous$$ove.canceled += ctx => move = Vector2.zero;
  }


One thing to add, is the above approach requires the InputAction to use a Press and Release interaction to work correctly.

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