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NullReferenceException: Object reference not set to an instance of an object
I fixed the camera on my third person character Now I'm trying to put a third person controller script on the camera as it required. I found the "Null" references but i don't know what to change them to. I would like to know how to fix it but more importantly WHY this is happening. Is there a video somewhere? Here's the Javascript
public var idleAnimation : AnimationClip; public var walkAnimation : AnimationClip; public var runAnimation : AnimationClip; public var jumpPoseAnimation : AnimationClip;
public var walkMaxAnimationSpeed : float = 0.75; public var trotMaxAnimationSpeed : float = 1.0; public var runMaxAnimationSpeed : float = 1.0; public var jumpAnimationSpeed : float = 1.15; public var landAnimationSpeed : float = 1.0;
private var _animation : Animation;
enum CharacterState { Idle = 0, Walking = 1, Trotting = 2, Running = 3, Jumping = 4, }
private var _characterState : CharacterState;
// The speed when walking var walkSpeed = 2.0; // after trotAfterSeconds of walking we trot with trotSpeed var trotSpeed = 4.0; // when pressing "Fire3" button (cmd) we start running var runSpeed = 6.0;
var inAirControlAcceleration = 3.0;
// How high do we jump when pressing jump and letting go immediately var jumpHeight = 0.5;
// The gravity for the character var gravity = 20.0; // The gravity in controlled descent mode var speedSmoothing = 10.0; var rotateSpeed = 500.0; var trotAfterSeconds = 3.0;
var canJump = true;
private var jumpRepeatTime = 0.05; private var jumpTimeout = 0.15; private var groundedTimeout = 0.25;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. private var lockCameraTimer = 0.0;
// The current move direction in x-z private var moveDirection = Vector3.zero; // The current vertical speed private var verticalSpeed = 0.0; // The current x-z move speed private var moveSpeed = 0.0;
// The last collision flags returned from controller.Move private var collisionFlags : CollisionFlags;
// Are we jumping? (Initiated with jump button and not grounded yet) private var jumping = false; private var jumpingReachedApex = false;
// Are we moving backwards (This locks the camera to not do a 180 degree spin) private var movingBack = false; // Is the user pressing any keys? private var isMoving = false; // When did the user start walking (Used for going into trot after a while) private var walkTimeStart = 0.0; // Last time the jump button was clicked down private var lastJumpButtonTime = -10.0; // Last time we performed a jump private var lastJumpTime = -1.0;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) private var lastJumpStartHeight = 0.0;
private var inAirVelocity = Vector3.zero;
private var lastGroundedTime = 0.0;
private var isControllable = true;
function Awake () { moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent(Animation);
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
/*
public var idleAnimation : AnimationClip; public var walkAnimation : AnimationClip; public var runAnimation : AnimationClip; public var jumpPoseAnimation : AnimationClip;
*/ if(!idleAnimation) { _animation = null; Debug.Log("No idle animation found. Turning off animations."); } if(!walkAnimation) { _animation = null; Debug.Log("No walk animation found. Turning off animations."); } if(!runAnimation) { _animation = null; Debug.Log("No run animation found. Turning off animations."); } if(!jumpPoseAnimation && canJump) { _animation = null; Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations."); }
}
function UpdateSmoothedMovementDirection () { var cameraTransform = Camera.main.transform; var grounded = IsGrounded();
// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);
var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;
var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
// Target direction relative to the camera
var targetDirection = h * right + v * forward;
// Grounded controls
if (grounded)
{
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9 && grounded)
{
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
var curSmooth = speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
_characterState = CharacterState.Idle;
// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
{
targetSpeed *= runSpeed;
_characterState = CharacterState.Running;
}
else if (Time.time - trotAfterSeconds > walkTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState.Trotting;
}
else
{
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
}
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
// Reset walk time start when we slow down
if (moveSpeed < walkSpeed * 0.3)
walkTimeStart = Time.time;
}
// In air controls
else
{
// Lock camera while in air
if (jumping)
lockCameraTimer = 0.0;
if (isMoving)
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}
}
function ApplyJumping () { // Prevent jumping too fast after each other if (lastJumpTime + jumpRepeatTime > Time.time) return;
if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
function ApplyGravity () { if (isControllable) // don't move player at all if not controllable. { // Apply gravity var jumpButton = Input.GetButton("Jump");
// When we reach the apex of the jump we send out a message
if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
if (IsGrounded ())
verticalSpeed = 0.0;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}
function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt(2 targetJumpHeight gravity); }
function DidJump () { jumping = true; jumpingReachedApex = false; lastJumpTime = Time.time; lastJumpStartHeight = transform.position.y; lastJumpButtonTime = -10;
_characterState = CharacterState.Jumping;
}
function Update() {
if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
if (Input.GetButtonDown ("Jump"))
{
lastJumpButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Calculate actual motion
var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
collisionFlags = controller.Move(movement);
// ANIMATION sector
if(_animation) {
if(_characterState == CharacterState.Jumping)
{
if(!jumpingReachedApex) {
_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
} else {
_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
}
else
{
if(controller.velocity.sqrMagnitude < 0.1) {
_animation.CrossFade(idleAnimation.name);
}
else
{
if(_characterState == CharacterState.Running) {
_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if(_characterState == CharacterState.Trotting) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if(_characterState == CharacterState.Walking) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
}
// ANIMATION sector
// Set rotation to the move direction
if (IsGrounded())
{
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else
{
var xzMove = movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
}
}
}
function OnControllerColliderHit (hit : ControllerColliderHit ) { // Debug.DrawRay(hit.point, hit.normal); if (hit.moveDirection.y > 0.01) return; }
function GetSpeed () { return moveSpeed; }
function IsJumping () { return jumping; }
function IsGrounded () { return (collisionFlags & CollisionFlags.CollidedBelow) != 0; }
function GetDirection () { return moveDirection; }
function IsMovingBackwards () { return movingBack; }
function GetLockCameraTimer () { return lockCameraTimer; }
function IsMoving () : boolean { return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5; }
function HasJumpReachedApex () { return jumpingReachedApex; }
function IsGroundedWithTimeout () { return lastGroundedTime + groundedTimeout > Time.time; }
function Reset () { gameObject.tag = "Player"; }
No one is going to look through all that code. Format your code first and include only the most relevant. Also include where you are getting your NullReferenceException.
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