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Question by Bruno999 · Feb 09, 2013 at 04:10 AM · objectreferenceinstancenullnot

Object reference not set to an instance of an object

Hello everyone, im having a problem when trying to connect 2 scripts, the problem is: "NullReferenceException:Object reference not set to an instance of an object"(its says the problem is in the 8 line of the CollisionDetectorSphereScript)Here i leave the 2 connected scripts:

CollisionDetectorSphereScript:

 var floatAbove : float = 0.1;
 
 var playerCapsuleTransform : Transform;
 
 @HideInInspector
 
 var collisionDetected : boolean = false;

      
 function Update ()
 {
     transform.position.x = playerCapsuleTransform.position.x;
     transform.position.z = playerCapsuleTransform.position.z;
     transform.position.y = playerCapsuleTransform.position.y + ((playerCapsuleTransform.GetComponent(Collider).height * playerCapsuleTransform.localScale.y) / 2) + (transform.localScale.y / 2) + floatAbove;
 }
      
 function OnCollisionStay (collision : Collision)
 {
     if (collision.transform.tag == "Level Parts")
     collisionDetected = true;
 }
      
 function OnCollisionExit ()
 {
     collisionDetected = false;
 }

And the other, PlayerMovementScript:

 var walkAcceleration : float = 5;
 var walkAccelAirRadio : float = 0.1;
 var walkDeacceleration : float = 5;
 @HideInInspector
 var walkDeaccelerationVolx : float;
 @HideInInspector
 var walkDeaccelerationVolz : float;
 
 var cameraObject : GameObject;
 var maxWalkSpeed : float = 15;
 @HideInInspector
 var horizontalMovement : Vector2;
 
 var jumpVelocity : float = 20;
 @HideInInspector
 var grounded : boolean = false;
 var maxSlope : float = 60;
 
 var crouchRacio : float = 0.3;
 var transitionToCrouchSec : float = 0.2;
 var crouchingVelocity : float;
 var currentCrouchRacio : float = 1;
 var originalLocalScaleY : float;
 var crouchLocalScaleY : float;
 var collisionDetectionSphere : GameObject;
  
 function Awake ()
 {
     currentCrouchRacio = 1;
     originalLocalScaleY = transform.localScale.y;
     crouchLocalScaleY = transform.localScale.y * crouchRacio;    
 }
 
 function Update () 
 {
     transform.localScale.y = Mathf.Lerp(crouchLocalScaleY, originalLocalScaleY, currentCrouchRacio);
     if (Input.GetButton("Crouch"))
         currentCrouchRacio = Mathf.SmoothDamp(currentCrouchRacio, 0, crouchingVelocity, transitionToCrouchSec);
     if (Input.GetButton("Crouch") == false && collisionDetectionSphere.GetComponent(CollsionDetectionSphereScript).collisionDetected == false)
         currentCrouchRacio = Mathf.SmoothDamp(currentCrouchRacio, 1, crouchingVelocity, transitionToCrouchSec);    
     
     horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
     if (horizontalMovement.magnitude > maxWalkSpeed)
     {
         horizontalMovement = horizontalMovement.normalized;
         horizontalMovement *= maxWalkSpeed;  
     }
     rigidbody.velocity.x = horizontalMovement.x;
     rigidbody.velocity.z = horizontalMovement.y;
     
     if (grounded){
         rigidbody.velocity.x = Mathf.SmoothDamp( rigidbody.velocity.x, 0, walkDeaccelerationVolx, walkDeacceleration);
         rigidbody.velocity.z = Mathf.SmoothDamp( rigidbody.velocity.z, 0, walkDeaccelerationVolz, walkDeacceleration);}
         
     transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLookScript).currentYRotation,0);
     
     if (grounded)
         rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime , 0, Input.GetAxis("Vertical") * walkAcceleration  * Time.deltaTime);
     else    
         rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRadio * Time.deltaTime , 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRadio * Time.deltaTime);
     
     if (Input.GetButtonDown("Jump")&& grounded)
         rigidbody.AddForce(0, jumpVelocity,0);
 }
 
 function OnCollisionStay (collision : Collision)
 {
     for (var contact : ContactPoint in collision.contacts)
     {
          if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
              grounded = true;
     }
 }
 
 function OnCollisionExit ()
 {
     grounded = false;
 }

Thanks to ETeeskiTutorials and who reads this question :)

PD: sorry for my bad english

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avatar image Dave-Carlile · Feb 09, 2013 at 04:16 AM 1
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Are you setting playerCapsuleTransform to anything? Have you set that value in the inspector? Can point out the exact line that the error is on? Telling us the line number doesn't usually do much good since the line numbering is probabl different.

avatar image Bruno999 · Feb 09, 2013 at 03:41 PM 0
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Yes, I set the collisiondetectionsphere and the player capsule in the inspector, the console says that the problem is in the collisiondetectionspherescript, here:

transform.position.x = playerCapsuleTransform.position.x; transform.position.z = playerCapsuleTransform.position.z; transform.position.y = playerCapsuleTransform.position.y + ((playerCapsuleTransform.GetComponent(Collider).height * playerCapsuleTransform.localScale.y) / 2) + (transform.localScale.y / 2) + floatAbove;

avatar image Bruno999 · Feb 09, 2013 at 04:15 PM 0
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dont worry i fix it, the 8 line its not the problem, it was the tag, is use level parts, and it shoul be level stuff, my bad sorry

avatar image Vonni · Feb 09, 2013 at 04:17 PM 0
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Close the question then

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