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Question by JeffreyBennett · Jan 30, 2020 at 01:37 PM · movementcharactercontroller

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.

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