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Question by MRMALAYJOSHI · Sep 04, 2020 at 08:35 AM · nullreferenceexception

NULL REFERENCE EXCEPTION ON SWITCHING PLATFORM TO ANDROID

HERE IS THE ERROR:

NullReferenceException UnityStandardAssets.CrossPlatformInput.MobileControlRig.EnableControlRig (System.Boolean enabled) (at Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs:89) UnityStandardAssets.CrossPlatformInput.MobileControlRig.CheckEnableControlRig () (at Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs:82) UnityStandardAssets.CrossPlatformInput.MobileControlRig.OnActiveBuildTargetChanged (UnityEditor.BuildTarget previousTarget, UnityEditor.BuildTarget newTarget) (at Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs:98) UnityEditor.Build.BuildPipelineInterfaces.OnActiveBuildTargetChanged (UnityEditor.BuildTarget previousPlatform, UnityEditor.BuildTarget newPlatform) (at :0) UnityEditor.Build.BuildPipelineInterfaces:OnActiveBuildTargetChanged(BuildTarget, BuildTarget)

HERE IS THE CODE: using System; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine;

namespace UnityStandard_Assets.CrossPlatformInput { [ExecuteInEditMode] public class MobileControlRig : MonoBehaviour #if UNITY_EDITOR , UnityEditor.Build.IActiveBuildTargetChanged #endif { // this script enables or disables the child objects of a control rig // depending on whether the USE_MOBILE_INPUT define is declared.

     // This define is set or unset by a menu item that is included with
     // the Cross Platform Input package.


if !UNITY_EDITOR

void OnEnable() { CheckEnableControlRig(); } #else public int callbackOrder { get { return 1; } } #endif

     private void Start()
     {

if UNITY_EDITOR

        if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play

endif

        {
             UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();

             if (system == null)
             {//the scene have no event system, spawn one
                 GameObject o = new GameObject("EventSystem");

                 o.AddComponent<UnityEngine.EventSystems.EventSystem>();
                 o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
             }
         }
     }

if UNITY_EDITOR

     private void OnEnable()
     {
         EditorApplication.update += Update;
     }


     private void OnDisable()
     {
         EditorApplication.update -= Update;
     }


     private void Update()
     {
         CheckEnableControlRig();
     }

endif

     private void CheckEnableControlRig()
     {

if MOBILE_INPUT

    EnableControlRig(true);

else

        EnableControlRig(false);

endif

    }


     private void EnableControlRig(bool enabled)
     {
         foreach (Transform t in transform)
         {
             t.gameObject.SetActive(enabled);
         }
     }

if UNITY_EDITOR

    public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
     {
         CheckEnableControlRig();
     }

endif

} }

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avatar image saharrsh · Oct 01, 2021 at 10:06 AM 0
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same to me

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