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CharacterController.Move called on inactive controller
I'm trying to clear up all issues / errors in my console, and I am down to only one, but it appears to be generated in Update because I get 1000s of the same error when I play in the Game window.
It's a warning (yellow caution sign), not an error (red stop sign), and it says CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3)
I have my character controller turned off. It is a component of my FPSController from the standard asset package from the Unity store. The reason I have it turned off is that i cannot move the character with it turned on, because in my project the way to move the player is to click on a selectable object which then whooshes the character from point to point. I don't want the players walking around.
I would just remove the component, but when I try to I get an error that says a script depends on that component. I cannot turn it on because my movement script cannot move the character with that component enabled.
Now, I'm really looking for a clear console, so that I can rule out anything that might be generating the JavaScript error I'm asking about in THIS POST > https://answers.unity.com/questions/1695116/webgl-build-video-player-shows-black-screen-in-all.html
Here is my movement script, in case it helps. Thanks! using UnityEngine;
public class move_obj_to_dest : MonoBehaviour {
private bool move_it = false;
private Transform Player;
public float Speed;
public Transform target_ball;
public string PlayerTag = "Cube";
public LERP_Focal_Length _lerp_fl;
// Start is called before the first frame update
void Start()
{
Player = GameObject.FindGameObjectWithTag(PlayerTag).transform;
}
// Update is called once per frame
void Update()
{
if (move_it == true)
{
Player.transform.position = Vector3.MoveTowards(Player.transform.position, target_ball.transform.position, Speed * Time.deltaTime);
_lerp_fl.blur_amt = 300;
if (Vector3.Distance(Player.position, target_ball.position) < 0.001f)
{
move_it = false;
_lerp_fl.blur_amt = 1;
}
}
}
public void PointerClick()
{
move_it = true;
}
}
This seems like a small thing, but sometimes small things can be big things.