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Question by WMP · Apr 13, 2017 at 03:19 PM · unity 5startcoroutinemissingreferenceexceptionloadlevelasync

MissingReferenceException when using StartCoroutine() after reloading a scene

I have a coroutine in my script that restarts whenever the player presses the button but after reloading the scene in game causes an error: "MissingReferenceException: The object of type 'PlayerCharacter' has been destroyed but you are still trying to access it."

This is the piece of code it error directs to

if (m_driftModifier == 0.0f) { if (m_modifyDrift != null) { StopCoroutine(m_modifyDrift); m_modifyDrift = null; } float _goal = 0.0f; if (m_horizontalInput[0] > 0.1f) _goal = 1.0f; else if (m_horizontalInput[0] < -0.1f) _goal = -1.0f; else _goal = 0.0f; m_modifyDrift = StartCoroutine(moveDrift(_goal, 1)); }

This error seems to only happen if i reload the scene after it has been loaded once, it works normally otherwise.

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Answer by phocker · Apr 13, 2017 at 04:34 PM

Coroutines will continue to execute even after loading a new scene. You should either add a hook on the DestroyObject method to kill the Coroutine, or have a controller flag in your Coroutine that can be used to stop it on the DestroyObject method safely.

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avatar image WMP · Apr 18, 2017 at 07:43 AM 0
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Unfortunately this doesnt seem to change anything, i added a function to stop all coroutines i had running in OnDestroy() but the error still keeps popping up

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Answer by ppizarro · Oct 23, 2017 at 06:47 PM

my solution: in "onDestroy()" stop all co-routines and unsuscribe to all dependencis or actions from another class.

  private void OnDestroy()
      {
          StopAllCoroutines();
          SomeServiceClass.OnSomeAction -= OnSomeActionMethod;
      }
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avatar image srDeivid · Apr 14, 2021 at 01:21 PM 0
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This solved my problem! Thanks a lot @ppizarro

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