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Error on photon
I get this error on "Photon Angry Bots Multiplayer Showcase"
NullReferenceException: Object reference not set to an instance of an object PlayerMoveController.Awake () (at Assets/Scripts/Movement/PlayerMoveController.js:49)
Note that everything else works fine, that`s the only error i gett. Script below :
#pragma strict
// Objects to drag in
public var motor : MovementMotor;
public var character : Transform;
public var cursorPrefab : GameObject;
public var joystickPrefab : GameObject;
// Settings
public var cameraSmoothing : float = 0.01;
public var cameraPreview : float = 2.0f;
// Cursor settings
public var cursorPlaneHeight : float = 0;
public var cursorFacingCamera : float = 0;
public var cursorSmallerWithDistance : float = 0;
public var cursorSmallerWhenClose : float = 1;
// Private memeber data
private var mainCamera : Camera;
private var cursorObject : Transform;
private var joystickLeft : Joystick;
private var joystickRight : Joystick;
private var mainCameraTransform : Transform;
private var cameraVelocity : Vector3 = Vector3.zero;
private var cameraOffset : Vector3 = Vector3.zero;
private var initOffsetToPlayer : Vector3;
// Prepare a cursor point varibale. This is the mouse position on PC and controlled by the thumbstick on mobiles.
private var cursorScreenPosition : Vector3;
private var playerMovementPlane : Plane;
private var joystickRightGO : GameObject;
private var screenMovementSpace : Quaternion;
private var screenMovementForward : Vector3;
private var screenMovementRight : Vector3;
function IsLocalPlayer(val : boolean ){
this.enabled = val;
}
function Awake () {
motor.movementDirection = Vector2.zero;
motor.facingDirection = Vector2.zero;
// Set main camera
mainCamera = Camera.main;
mainCameraTransform = mainCamera.transform;
// Ensure we have character set
// Default to using the transform this component is on
if (!character)
character = transform;
initOffsetToPlayer = mainCameraTransform.position - character.position;
// Save camera offset so we can use it in the first frame
cameraOffset = mainCameraTransform.position - character.position;
// Set the initial cursor position to the center of the screen
cursorScreenPosition = Vector3 (0.5 * Screen.width, 0.5 * Screen.height, 0);
// caching movement plane
playerMovementPlane = new Plane (character.up, character.position + character.up * cursorPlaneHeight);
}
function Start () {
// if(GetComponent(typeof(PhotonView)).isMine)
{
#if UNITY_IPHONE || UNITY_ANDROID
if (joystickPrefab) {
// Create left joystick
var joystickLeftGO : GameObject = Instantiate (joystickPrefab) as GameObject;
joystickLeftGO.name = "Joystick Left";
joystickLeft = joystickLeftGO.GetComponent.<Joystick> ();
// Create right joystick
joystickRightGO = Instantiate (joystickPrefab) as GameObject;
joystickRightGO.name = "Joystick Right";
joystickRight = joystickRightGO.GetComponent.<Joystick> ();
}
#else
if (cursorPrefab) {
cursorObject = (Instantiate (cursorPrefab) as GameObject).transform;
}
#endif
}
if(joystickRightGO!=null){
// Move to right side of screen
var guiTex : GUITexture = joystickRightGO.GetComponent.<GUITexture> ();
guiTex.pixelInset.x = Screen.width - guiTex.pixelInset.x - guiTex.pixelInset.width;
}
// it's fine to calculate this on Start () as the camera is static in rotation
screenMovementSpace = Quaternion.Euler (0, mainCameraTransform.eulerAngles.y, 0);
screenMovementForward = screenMovementSpace * Vector3.forward;
screenMovementRight = screenMovementSpace * Vector3.right;
}
function OnDisable (){
if (joystickLeft)
joystickLeft.enabled = false;
if (joystickRight)
joystickRight.enabled = false;
}
function OnEnable () {
if (joystickLeft)
joystickLeft.enabled = true;
if (joystickRight)
joystickRight.enabled = true;
}
function Update () {
// HANDLE CHARACTER MOVEMENT DIRECTION
#if UNITY_IPHONE || UNITY_ANDROID
motor.movementDirection = joystickLeft.position.x * screenMovementRight + joystickLeft.position.y * screenMovementForward;
#else
motor.movementDirection = Input.GetAxis ("Horizontal") * screenMovementRight + Input.GetAxis ("Vertical") * screenMovementForward;
#endif
// Make sure the direction vector doesn't exceed a length of 1
// so the character can't move faster diagonally than horizontally or vertically
if (motor.movementDirection.sqrMagnitude > 1)
motor.movementDirection.Normalize();
// HANDLE CHARACTER FACING DIRECTION AND SCREEN FOCUS POINT
// First update the camera position to take into account how much the character moved since last frame
//mainCameraTransform.position = Vector3.Lerp (mainCameraTransform.position, character.position + cameraOffset, Time.deltaTime * 45.0f * deathSmoothoutMultiplier);
// Set up the movement plane of the character, so screenpositions
// can be converted into world positions on this plane
//playerMovementPlane = new Plane (Vector3.up, character.position + character.up * cursorPlaneHeight);
// optimization (instead of newing Plane):
playerMovementPlane.normal = character.up;
playerMovementPlane.distance = -character.position.y + cursorPlaneHeight;
// used to adjust the camera based on cursor or joystick position
var cameraAdjustmentVector : Vector3 = Vector3.zero;
#if UNITY_IPHONE || UNITY_ANDROID
// On mobiles, use the thumb stick and convert it into screen movement space
motor.facingDirection = joystickRight.position.x * screenMovementRight + joystickRight.position.y * screenMovementForward;
cameraAdjustmentVector = motor.facingDirection;
#else
#if !UNITY_EDITOR && (UNITY_XBOX360 || UNITY_PS3)
// On consoles use the analog sticks
var axisX : float = Input.GetAxis("LookHorizontal");
var axisY : float = Input.GetAxis("LookVertical");
motor.facingDirection = axisX * screenMovementRight + axisY * screenMovementForward;
cameraAdjustmentVector = motor.facingDirection;
#else
// On PC, the cursor point is the mouse position
var cursorScreenPosition : Vector3 = Input.mousePosition;
// Find out where the mouse ray intersects with the movement plane of the player
var cursorWorldPosition : Vector3 = ScreenPointToWorldPointOnPlane (cursorScreenPosition, playerMovementPlane, mainCamera);
var halfWidth : float = Screen.width / 2.0f;
var halfHeight : float = Screen.height / 2.0f;
var maxHalf : float = Mathf.Max (halfWidth, halfHeight);
// Acquire the relative screen position
var posRel : Vector3 = cursorScreenPosition - Vector3 (halfWidth, halfHeight, cursorScreenPosition.z);
posRel.x /= maxHalf;
posRel.y /= maxHalf;
cameraAdjustmentVector = posRel.x * screenMovementRight + posRel.y * screenMovementForward;
cameraAdjustmentVector.y = 0.0;
// The facing direction is the direction from the character to the cursor world position
motor.facingDirection = (cursorWorldPosition - character.position);
motor.facingDirection.y = 0;
// Draw the cursor nicely
HandleCursorAlignment (cursorWorldPosition);
#endif
#endif
// HANDLE CAMERA POSITION
// Set the target position of the camera to point at the focus point
var cameraTargetPosition : Vector3 = character.position + initOffsetToPlayer + cameraAdjustmentVector * cameraPreview;
// Apply some smoothing to the camera movement
mainCameraTransform.position = Vector3.SmoothDamp (mainCameraTransform.position, cameraTargetPosition, cameraVelocity, cameraSmoothing);
// Save camera offset so we can use it in the next frame
cameraOffset = mainCameraTransform.position - character.position;
}
public static function PlaneRayIntersection (plane : Plane, ray : Ray) : Vector3 {
var dist : float;
plane.Raycast (ray, dist);
return ray.GetPoint (dist);
}
public static function ScreenPointToWorldPointOnPlane (screenPoint : Vector3, plane : Plane, camera : Camera) : Vector3 {
// Set up a ray corresponding to the screen position
var ray : Ray = camera.ScreenPointToRay (screenPoint);
// Find out where the ray intersects with the plane
return PlaneRayIntersection (plane, ray);
}
function HandleCursorAlignment (cursorWorldPosition : Vector3) {
if (!cursorObject)
return;
// HANDLE CURSOR POSITION
// Set the position of the cursor object
cursorObject.position = cursorWorldPosition;
// Hide mouse cursor when within screen area, since we're showing game cursor instead
Screen.showCursor = (Input.mousePosition.x < 0 || Input.mousePosition.x > Screen.width || Input.mousePosition.y < 0 || Input.mousePosition.y > Screen.height);
// HANDLE CURSOR ROTATION
var cursorWorldRotation : Quaternion = cursorObject.rotation;
if (motor.facingDirection != Vector3.zero)
cursorWorldRotation = Quaternion.LookRotation (motor.facingDirection);
// Calculate cursor billboard rotation
var cursorScreenspaceDirection : Vector3 = Input.mousePosition - mainCamera.WorldToScreenPoint (transform.position + character.up * cursorPlaneHeight);
cursorScreenspaceDirection.z = 0;
var cursorBillboardRotation : Quaternion = mainCameraTransform.rotation * Quaternion.LookRotation (cursorScreenspaceDirection, -Vector3.forward);
// Set cursor rotation
cursorObject.rotation = Quaternion.Slerp (cursorWorldRotation, cursorBillboardRotation, cursorFacingCamera);
// HANDLE CURSOR SCALING
// The cursor is placed in the world so it gets smaller with perspective.
// Scale it by the inverse of the distance to the camera plane to compensate for that.
var compensatedScale : float = 0.1 * Vector3.Dot (cursorWorldPosition - mainCameraTransform.position, mainCameraTransform.forward);
// Make the cursor smaller when close to character
var cursorScaleMultiplier : float = Mathf.Lerp (0.7, 1.0, Mathf.InverseLerp (0.5, 4.0, motor.facingDirection.magnitude));
// Set the scale of the cursor
cursorObject.localScale = Vector3.one * Mathf.Lerp (compensatedScale, 1, cursorSmallerWithDistance) * cursorScaleMultiplier;
// DEBUG - REMOVE LATER
if (Input.GetKey(KeyCode.O)) cursorFacingCamera += Time.deltaTime * 0.5;
if (Input.GetKey(KeyCode.P)) cursorFacingCamera -= Time.deltaTime * 0.5;
cursorFacingCamera = Mathf.Clamp01(cursorFacingCamera);
if (Input.GetKey(KeyCode.K)) cursorSmallerWithDistance += Time.deltaTime * 0.5;
if (Input.GetKey(KeyCode.L)) cursorSmallerWithDistance -= Time.deltaTime * 0.5;
cursorSmallerWithDistance = Mathf.Clamp01(cursorSmallerWithDistance);
}
It looks like a field needs to be set via the inspector. That motor
value, in particular.
If this is a scene that should be working out of the box, I'd recommend getting in touch with whoever published the asset.
You will definitely have to learn how to read compile or runtime error messages like these. It's very unlikely anyone will read your code and know what's happening.
The message points to Player$$anonymous$$oveController.js:49 (meaning "line 49"). If you're unsure what exactly is null, you can refactor your code or add Debug.Log(variable1 + " " + variable2 ...). When you know which variable IS null, think about why it is and solve the problem. This is part of what you do as developer.
Your answer
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