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[Part 6] Repititive NullReferenceException error
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 6] Repititive NullReferenceException error
- This topic has 21 replies, 3 voices, and was last updated 8 months ago by Pete.
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April 17, 2024 at 10:44 pm #13928::
Hi, I have a trouble on part 6.
I just followed “Camera Bounds” & “Dynamic Camera Y Damping” and when I try to run the game, it just pauses and there are repetitive error msg on console.
NullReferenceException: Object reference not set to an instance of an object SceneTransition.Start () (at Assets/Scripts/SceneTransition.cs:27)
NullReferenceException: Object reference not set to an instance of an object PlayerController.UpdateCameraYDampForPlayerFall () (at Assets/Scripts/PlayerController.cs:253) PlayerController.Update () (at Assets/Scripts/PlayerController.cs:184)
NullReferenceException: Object reference not set to an instance of an object PlayerController.UpdateCameraYDampForPlayerFall () (at Assets/Scripts/PlayerController.cs:258) PlayerController.Update () (at Assets/Scripts/PlayerController.cs:184)
I don’t know how to deal with “NUllReferenceException” error.
this is my error console img below.
“Scenetransition.cs”
<code>public class SceneTransition : MonoBehaviour { [SerializeField] private string transitionTo; //Represents the scene to transition to [SerializeField] private Transform startPoint; //Defines the player's entry point in the scene [SerializeField] private Vector2 exitDirection; //Specifies the direction for the player's exit [SerializeField] private float exitTime; //Determines the time it takes for the player to exit the scene transition // Start is called before the first frame update private void Start() { if (GameManager.Instance.transitionedFromScene == transitionTo) { PlayerController.Instance.transform.position = startPoint.position; StartCoroutine(PlayerController.Instance.WalkIntoNewScene(exitDirection, exitTime)); } StartCoroutine(UIManager.Instance.sceneFader.Fade(SceneFader.FadeDirection.Out)); } private void OnTriggerEnter2D(Collider2D _other) { if (_other.CompareTag("Player")) { GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name; PlayerController.Instance.pState.cutscene = true; SceneManager.LoadScene(transitionTo); StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo)); } } } </code>
“PlayerController.cs”
<code> void Update() { if (pState.cutscene) return; GetInputs(); UpdateJumpVariables(); UpdateCameraYDampForPlayerFall(); RestoreTimeScale(); if (pState.dashing) return; Flip(); Move(); Jump(); StartDash(); Attack(); FlashWhileInvincible(); Heal(); CastSpell(); } void UpdateCameraYDampForPlayerFall() { //if falling past a certain speed threshold if(rb.velocity.y < playerFallSpeedThreshold && !CameraManager.Instance.isLerpingYDamping && !CameraManager.Instance.hasLerpedYDamping) { StartCoroutine(CameraManager.Instance.LerpYDamping(true)); } //if standing still or moving up if(rb.velocity.y >= 0 && !CameraManager.Instance.isLerpingYDamping && CameraManager.Instance.hasLerpedYDamping) { //reset camera function CameraManager.Instance.hasLerpedYDamping = false; StartCoroutine(CameraManager.Instance.LerpYDamping(false)); } } </code>
April 17, 2024 at 11:26 pm #13932::Hi Pete, for the SceneFader, can you check this topic and see if it fixes your issue? https://blog.terresquall.com/community/topic/part-5-my-scenefader-cannot-function/
I’ll need you to bold the line the error is occurring on for your
PlayerController
script. The null reference exception is specific to certain lines.You may also find this video useful:
April 18, 2024 at 2:15 am #13938::Thanks for your reply.
But blog.terresquall.com/community/topic/part-5-my-scenefader-cannot-function/ this case doesn’t work for me…
and try to solve with Youtube video, it also doesn’t work…
so i’ll bold all the line the error is occuring.
“SceneTransition.cs”
using System.Collections; using System.Collections.Generic; using UnityEditor.Build.Content; using UnityEngine; using UnityEngine.SceneManagement; public class SceneTransition : MonoBehaviour { [SerializeField] private string transitionTo; //Represents the scene to transition to [SerializeField] private Transform startPoint; //Defines the player's entry point in the scene [SerializeField] private Vector2 exitDirection; //Specifies the direction for the player's exit [SerializeField] private float exitTime; //Determines the time it takes for the player to exit the scene transition // Start is called before the first frame update private void Start() { if (GameManager.Instance.transitionedFromScene == transitionTo) { PlayerController.Instance.transform.position = startPoint.position; StartCoroutine(PlayerController.Instance.WalkIntoNewScene(exitDirection, exitTime)); } <strong>StartCoroutine(UIManager.Instance.sceneFader.Fade(SceneFader.FadeDirection.Out));</strong> } private void OnTriggerEnter2D(Collider2D _other) { if (_other.CompareTag("Player")) { GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name; PlayerController.Instance.pState.cutscene = true; SceneManager.LoadScene(transitionTo); StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo)); } } }
“PlayerController.cs”
void Update() { if (pState.cutscene) return; GetInputs(); UpdateJumpVariables(); <strong>UpdateCameraYDampForPlayerFall();</strong> RestoreTimeScale(); if (pState.dashing) return; Flip(); Move(); Jump(); StartDash(); Attack(); FlashWhileInvincible(); Heal(); CastSpell(); } void UpdateCameraYDampForPlayerFall() { //if falling past a certain speed threshold <strong>if(rb.velocity.y < playerFallSpeedThreshold && !CameraManager.Instance.isLerpingYDamping && !CameraManager.Instance.hasLerpedYDamping)</strong> { StartCoroutine(CameraManager.Instance.LerpYDamping(true)); } //if standing still or moving up <strong> if(rb.velocity.y >= 0 && !CameraManager.Instance.isLerpingYDamping && CameraManager.Instance.hasLerpedYDamping)</strong> { //reset camera function CameraManager.Instance.hasLerpedYDamping = false; StartCoroutine(CameraManager.Instance.LerpYDamping(false)); } }
April 18, 2024 at 11:34 am #13940::In regards to the camera, can you check if your Camera parent or any object has the CameraManager.cs script on it? I feel that likely the errors in the PlayerController.cs is a separate issue where it cannot find an instance of the CameraManager.cs
As for your SceneTransition, check that your Canvas Prefab has a UIManager.cs attached to it & the “Scene Fader” assigned appropriately to it. Then ensure that the SceneFader game object in the Canvas is set to Active as an inactive one will be taken as a null.
Otherwise, if both situations don’t work, could you taking some screenshots of the inspector of your UIManager, Player, SceneTransition inspectors & a video or console of what happens when you transition scenes?
As a side note, I noticed that your SceneTransition.cs calls
SceneManager.LoadScene(transitionTo);
in theprivate void OnTriggerEnter2D(Collider2D _other)
method before theStartCoroutine
. You should not need theLoadScene()
code itself as the coroutine you are casting will activate both the fade andLoadScene()
already.April 18, 2024 at 3:17 pm #13954April 18, 2024 at 3:36 pm #13955::Hi sorry, but I’ll need more videos, particularly, you showing how the Canvas Prefab inspector is like while in game + Moving out of the camera bounds + scene transitions. You can take one video straight, selecting different objects to show their insectors.
From the looks of the normal inspectors, either there is no SceneFader set on your UIManager.cs, or it will be automatically set by a SceneFader.instance if there is one in the scene.
April 18, 2024 at 4:58 pm #13957::thanks for your reply Joseph!
You mean this one-take video?
and I want to show scene transitioning but when I start game, the character’s movement is not working.
So the only things I can show you in this video is Inspectors.
April 18, 2024 at 5:57 pm #13961::As can be seen in the video, your Canvas has nothing set as it’s Scene Fader.
As for the fact that you cannot move, I believe something went wrong with your RigidBody2D which is also causing the NullReferenceException Errors for your
UpdateCameraYDampForPlayerFall()
method.Can you copy and paste the entire code for your UIManager.cs & your PlayerController.cs?
At the same time, check if the Scene Fader game object under your Canvas has a SceneFader.cs script on it.
April 18, 2024 at 6:07 pm #13963::Here’s my code
“UIManager.cs”
<code> using System.Collections; using System.Collections.Generic; using UnityEngine; public class UIManager : MonoBehaviour { public static UIManager Instance; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } public SceneFader sceneFader; private void Start() { sceneFader = GetComponentInChildren<SceneFader>(); } } </code>
“PlayerController.cs”
<code> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; using UnityEngine.UI; using Unity.VisualScripting; public class PlayerController : MonoBehaviour { [Header("Horizontal Movement Settings:")] [SerializeField] private float walkSpeed = 1; //sets the players movement speed on the ground [Space(5)] [Header("Vertical Movement Settings")] [SerializeField] private float jumpForce = 45f; //sets how hight the player can jump private int jumpBufferCounter = 0; //stores the jump button input [SerializeField] private int jumpBufferFrames; //sets the max amount of frames the jump buffer input is stored private float coyoteTimeCounter = 0; //stores the Grounded() bool [SerializeField] private float coyoteTime; ////sets the max amount of frames the Grounded() bool is stored private int airJumpCounter = 0; //keeps track of how many times the player has jumped in the air [SerializeField] private int maxAirJumps; //the max no. of air jumps private float gravity; //stores the gravity scale at start [Space(5)] [Header("Ground Check Settings:")] [SerializeField] private Transform groundCheckPoint; //point at which ground check happens [SerializeField] private float groundCheckY = 0.2f; //how far down from ground chekc point is Grounded() checked [SerializeField] private float groundCheckX = 0.5f; //how far horizontally from ground chekc point to the edge of the player is [SerializeField] private LayerMask whatIsGround; //sets the ground layer [Space(5)] [Header("Dash Settings")] [SerializeField] private float dashSpeed; //speed of the dash [SerializeField] private float dashTime; //amount of time spent dashing [SerializeField] private float dashCooldown; //amount of time between dashes [SerializeField] GameObject dashEffect; private bool canDash = true, dashed; [Space(5)] [Header("Attack Settings:")] [SerializeField] private Transform SideAttackTransform; //the middle of the side attack area [SerializeField] private Vector2 SideAttackArea; //how large the area of side attack is [SerializeField] private Transform UpAttackTransform; //the middle of the up attack area [SerializeField] private Vector2 UpAttackArea; //how large the area of side attack is [SerializeField] private Transform DownAttackTransform; //the middle of the down attack area [SerializeField] private Vector2 DownAttackArea; //how large the area of down attack is [SerializeField] private LayerMask attackableLayer; //the layer the player can attack and recoil off of private float timeBetweenAttack, timeSinceAttck; [SerializeField] private float damage; //the damage the player does to an enemy [SerializeField] private GameObject slashEffect; //the effect of the slashs bool restoreTime; float restoreTimeSpeed; [Space(5)] [Header("Recoil Settings:")] [SerializeField] private int recoilXSteps = 5; //how many FixedUpdates() the player recoils horizontally for [SerializeField] private int recoilYSteps = 5; //how many FixedUpdates() the player recoils vertically for [SerializeField] private float recoilXSpeed = 100; //the speed of horizontal recoil [SerializeField] private float recoilYSpeed = 100; //the speed of vertical recoil private int stepsXRecoiled, stepsYRecoiled; //the no. of steps recoiled horizontally and verticall [Space(5)] [Header("Health Settings")] public int health; public int maxHealth; [SerializeField] GameObject bloodSpurt; [SerializeField] float hitFlashSpeed; public delegate void OnHealthChangedDelegate(); [HideInInspector] public OnHealthChangedDelegate onHealthChangedCallback; [Space(5)] float healTimer; [SerializeField] float timeToHeal; [Space(5)] [Header("Mana Settings")] [SerializeField] UnityEngine.UI.Image manaStorage; [SerializeField] float mana; [SerializeField] float manaDrainSpeed; [SerializeField] float manaGain; [Space(5)] [Header("Spell Settings")] [SerializeField] float manaSpellCost = 0.3f; [SerializeField] float timeBetweenCast = 0.5f; [SerializeField] float spellDamage; //upspellexplosion and downspellexplosion only [SerializeField] float downSpellForce; //desolate dive only //spell cast objects [SerializeField] GameObject sideSpellFireball; [SerializeField] GameObject upSpellFireball; [SerializeField] GameObject downSpellFireball; float timeSinceCast; float castOrHealthtimer; [Space(5)] [Header("Camera Stuff")] [SerializeField] private float playerFallSpeedThreshold = -10; [HideInInspector] public PlayerStateList pState; [HideInInspector] public Rigidbody2D rb; private Animator anim; private SpriteRenderer sr; //Input Variables private float xAxis, yAxis; private bool attack = false; private bool canFlash = true; public static PlayerController Instance; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } // Start is called before the first frame update void Start() { pState = GetComponent<PlayerStateList>(); rb = GetComponent<Rigidbody2D>(); sr = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); gravity = rb.gravityScale; Mana = mana; manaStorage.fillAmount = Mana; health = maxHealth; } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea); Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea); Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea); } // Update is called once per frame void Update() { if (pState.cutscene) return; GetInputs(); UpdateJumpVariables(); UpdateCameraYDampForPlayerFall(); RestoreTimeScale(); if (pState.dashing) return; Flip(); Move(); Jump(); StartDash(); Attack(); FlashWhileInvincible(); Heal(); CastSpell(); } private void OnTriggerEnter2D(Collider2D _other) //for up and down cast spell { if(_other.GetComponent<Enemy>() != null && pState.casting) { _other.GetComponent<Enemy>().EnemyGetsHit(spellDamage, (_other.transform.position - transform.position).normalized, -recoilYSpeed); } } private void FixedUpdate() { if (pState.cutscene) return; if (pState.dashing) return; Recoil(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); yAxis = Input.GetAxisRaw("Vertical"); attack = Input.GetButtonDown("Attack"); if(Input.GetButtonDown("Cast/Heal")) { castOrHealthtimer += Time.deltaTime; } else { castOrHealthtimer = 0; } } void Flip() { if (xAxis < 0) { transform.localScale = new Vector2(-1, transform.localScale.y); pState.lookingRight = false; } else if (xAxis > 0) { transform.localScale = new Vector2(1, transform.localScale.y); pState.lookingRight = true; } } private void Move() { rb.velocity = new Vector2(walkSpeed * xAxis, rb.velocity.y); anim.SetBool("Walking", rb.velocity.x != 0 && Grounded()); } void UpdateCameraYDampForPlayerFall() { //if falling past a certain speed threshold if(rb.velocity.y < playerFallSpeedThreshold && !CameraManager.Instance.isLerpingYDamping && !CameraManager.Instance.hasLerpedYDamping) { StartCoroutine(CameraManager.Instance.LerpYDamping(true)); } //if standing still or moving up if(rb.velocity.y >= 0 && !CameraManager.Instance.isLerpingYDamping && CameraManager.Instance.hasLerpedYDamping) { //reset camera function CameraManager.Instance.hasLerpedYDamping = false; StartCoroutine(CameraManager.Instance.LerpYDamping(false)); } } void StartDash() { if (Input.GetButtonDown("Dash") && canDash && !dashed) { StartCoroutine(Dash()); dashed = true; } if (Grounded()) { dashed = false; } } IEnumerator Dash() { canDash = false; pState.dashing = true; anim.SetTrigger("Dashing"); rb.gravityScale = 0; int _dir = pState.lookingRight ? 1 : -1; rb.velocity = new Vector2(_dir * dashSpeed, 0); if (Grounded()) Instantiate(dashEffect, transform); yield return new WaitForSeconds(dashTime); rb.gravityScale = gravity; pState.dashing = false; yield return new WaitForSeconds(dashCooldown); canDash = true; } public IEnumerator WalkIntoNewScene(Vector2 _exitDir, float _delay) { //If exit direction is upwards if (_exitDir.y != 0) { rb.velocity = jumpForce * _exitDir; } //If exit direction requires horizontal movement if (_exitDir.x != 0) { xAxis = _exitDir.x > 0 ? 1 : -1; Move(); } Flip(); yield return new WaitForSeconds(_delay); pState.cutscene = false; } void Attack() { timeSinceAttck += Time.deltaTime; if (attack && timeSinceAttck >= timeBetweenAttack) { timeSinceAttck = 0; anim.SetTrigger("Attacking"); if (yAxis == 0 || yAxis < 0 && Grounded()) { int _recoilLeftOrRight = pState.lookingRight ? 1 : -1; Hit(SideAttackTransform, SideAttackArea, ref pState.recoilingX, Vector2.right * _recoilLeftOrRight, recoilXSpeed); Instantiate(slashEffect, SideAttackTransform); } else if (yAxis > 0) { Hit(UpAttackTransform, UpAttackArea, ref pState.recoilingY, Vector2.up, recoilYSpeed); SlashEffectAtAngle(slashEffect, 80, UpAttackTransform); } else if (yAxis < 0 && !Grounded()) { Hit(DownAttackTransform, DownAttackArea, ref pState.recoilingY, Vector2.down, recoilYSpeed); SlashEffectAtAngle(slashEffect, -90, DownAttackTransform); } } } void Hit(Transform _attackTransform, Vector2 _attackArea, ref bool _recoilBool, Vector2 _recoilDir, float _recoilStrength) { Collider2D[] objectsToHit = Physics2D.OverlapBoxAll(_attackTransform.position, _attackArea, 0, attackableLayer); if (objectsToHit.Length > 0) { _recoilBool = true; } for (int i = 0; i < objectsToHit.Length; i++) { if (objectsToHit[i].GetComponent<Enemy>() != null) { objectsToHit[i].GetComponent<Enemy>().EnemyGetsHit(damage, _recoilDir, _recoilStrength); if (objectsToHit[i].CompareTag("Enemy")) { Mana += manaGain; } } } } void SlashEffectAtAngle(GameObject _slashEffect, int _effectAngle, Transform _attackTransform) { _slashEffect = Instantiate(_slashEffect, _attackTransform); _slashEffect.transform.eulerAngles = new Vector3(0, 0, _effectAngle); _slashEffect.transform.localScale = new Vector2(transform.localScale.x, transform.localScale.y); } void Recoil() { if (pState.recoilingX) { if (pState.lookingRight) { rb.velocity = new Vector2(-recoilXSpeed, 0); } else { rb.velocity = new Vector2(recoilXSpeed, 0); } } if (pState.recoilingY) { rb.gravityScale = 0; if (yAxis < 0) { rb.velocity = new Vector2(rb.velocity.x, recoilYSpeed); } else { rb.velocity = new Vector2(rb.velocity.x, -recoilYSpeed); } airJumpCounter = 0; } else { rb.gravityScale = gravity; } //stop recoil if (pState.recoilingX && stepsXRecoiled < recoilXSteps) { stepsXRecoiled++; } else { StopRecoilX(); } if (pState.recoilingY && stepsYRecoiled < recoilYSteps) { stepsYRecoiled++; } else { StopRecoilY(); } if (Grounded()) { StopRecoilY(); } } void StopRecoilX() { stepsXRecoiled = 0; pState.recoilingX = false; } void StopRecoilY() { stepsYRecoiled = 0; pState.recoilingY = false; } public void TakeDamage(float _damage) { Health -= Mathf.RoundToInt(_damage); StartCoroutine(StopTakingDamage()); } IEnumerator StopTakingDamage() { pState.invincible = true; GameObject _bloodSpurtParticles = Instantiate(bloodSpurt, transform.position, Quaternion.identity); Destroy(_bloodSpurtParticles, 1.5f); anim.SetTrigger("TakeDamage"); yield return new WaitForSeconds(1f); pState.invincible = false; } IEnumerator Flash() { sr.enabled = !sr.enabled; canFlash = false; yield return new WaitForSeconds(0.1f); canFlash = true; } void FlashWhileInvincible() { if (pState.invincible) { if (Time.timeScale > 0.2 && canFlash) { StartCoroutine(Flash()); } } else { sr.enabled = true; } } void RestoreTimeScale() { if (restoreTime) { if (Time.timeScale < 1) { Time.timeScale += Time.deltaTime * restoreTimeSpeed; } else { Time.timeScale = 1; restoreTime = false; } } } public void HitStopTime(float _newTimeScale, int _restoreSpeed, float _delay) { restoreTimeSpeed = _restoreSpeed; if (_delay > 0) { StopCoroutine(StartTimeAgain(_delay)); StartCoroutine(StartTimeAgain(_delay)); } else { restoreTime = true; } Time.timeScale = _newTimeScale; } IEnumerator StartTimeAgain(float _delay) { restoreTime = true; yield return new WaitForSeconds(_delay); } public int Health { get { return health; } set { if (health != value) { health = Mathf.Clamp(value, 0, maxHealth); if (onHealthChangedCallback != null) { onHealthChangedCallback.Invoke(); } } } } void Heal() { if(Input.GetButton("Cast/Heal") && castOrHealthtimer > 0.05f && Health < maxHealth && Mana > 0 && !pState.jumping && !pState.dashing) { pState.healing = true; anim.SetBool("Healing", true); //healing healTimer += Time.deltaTime; if(healTimer >= timeToHeal) { Health++; healTimer = 0; } //drain mana Mana -= Time.deltaTime * manaDrainSpeed; } else { pState.healing = false; anim.SetBool("Healing", false); healTimer = 0; } } float Mana { get { return mana; } set { //if mana stats change if (mana != value) { mana = Mathf.Clamp(value, 0, 1); manaStorage.fillAmount = Mana; } } } void CastSpell() { if(Input.GetButtonUp("Cast/Heal") && castOrHealthtimer <= 0.05f && timeSinceCast >= timeBetweenCast && Mana >= manaSpellCost) { pState.casting = true; timeSinceCast = 0; StartCoroutine(CastCoroutine()); } else { timeSinceCast += Time.deltaTime; } if(Grounded()) { //disable downspell if on the ground downSpellFireball.SetActive(false); } //if down spell is active, force player down until grounded if (downSpellFireball.activeInHierarchy) { rb.velocity += downSpellForce * Vector2.down; } } IEnumerator CastCoroutine() { anim.SetBool("Casting", true); yield return new WaitForSeconds(0.09f); //side cast if (yAxis == 0 || (yAxis == 0 && Grounded())) { GameObject _fireBall = Instantiate(sideSpellFireball, SideAttackTransform.position, Quaternion.identity); //flip fireball if(pState.lookingRight) { _fireBall.transform.eulerAngles = Vector3.zero; //if facing right, fireball continues as per normal } else { _fireBall.transform.eulerAngles = new Vector2(_fireBall.transform.eulerAngles.x, 180); //if not facing right, rotate the fireball 180 degree } pState.recoilingX = true; } //up cast else if (yAxis > 0) { Instantiate(upSpellFireball, transform); rb.velocity = Vector2.zero; } //down cast else if (yAxis < 0 && !Grounded()) { downSpellFireball.SetActive(true); } Mana -= manaSpellCost; yield return new WaitForSeconds(0.09f); anim.SetBool("Casting", false); pState.casting = false; } public bool Grounded() { if (Physics2D.Raycast(groundCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround) || Physics2D.Raycast(groundCheckPoint.position + new Vector3(-groundCheckX, 0, 0), Vector2.down, groundCheckY, whatIsGround)) { return true; } else { return false; } } void Jump() { if (jumpBufferCounter > 0 && coyoteTimeCounter > 0 && !pState.jumping) { rb.velocity = new Vector3(rb.velocity.x, jumpForce); pState.jumping = true; } else if (!Grounded() && airJumpCounter < maxAirJumps && Input.GetButtonDown("Jump")) { pState.jumping = true; airJumpCounter++; rb.velocity = new Vector3(rb.velocity.x, jumpForce); } if (Input.GetButtonUp("Jump") && rb.velocity.y > 3) { rb.velocity = new Vector2(rb.velocity.x, 0); pState.jumping = false; } anim.SetBool("Jumping", !Grounded()); } void UpdateJumpVariables() { if (Grounded()) { pState.jumping = false; coyoteTimeCounter = coyoteTime; airJumpCounter = 0; } else { coyoteTimeCounter -= Time.deltaTime; } if (Input.GetButtonDown("Jump")) { jumpBufferCounter = jumpBufferFrames; } else { jumpBufferCounter--; } } } </code>
April 18, 2024 at 6:15 pm #13964::For the SceneFader error: Add this code under UIManager.cs:
private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); sceneFader = GetComponentInChildren<SceneFader>(); }
As for your movement and camera issue. I’ll need to check so give me a moment.
April 18, 2024 at 6:33 pm #13965::This is quite a confusing situation, So far it seems your code is correct. I’ve even used the code you’ve provided and i’ve had no errors so far. So unless some other code is messing it all up, which i doubt, the only issue should be your scene/Camera setup. But why your character cannot move I’m not sure of.
I’ll try to find a solution but for now, I can’t confidently pin the cause of the issue.
April 18, 2024 at 6:43 pm #13966::Thanks for your help Joseph.
I want to tell you that I can move character until “[Part6] Camera Bounds” but after I follow “Dynamic Camera Y Damping”, I can’t move my character.
I tried to find solution from there, but I couldn’t…
I hope this problem to be solved soon.
April 18, 2024 at 6:49 pm #13967::Could you send your CameraManager.cs? I have a theory that the methods aren’t there or are named differently, causing the error.
Furthermore, I believe the reason you can’t move is because your Update() is failing to call your
UpdateCameraYDampForPlayerFall()
method and thus cannot get toMove()
in your code.April 18, 2024 at 6:50 pm #13968::Sure here’s the code
<code>using System.Collections; using System.Collections.Generic; using Cinemachine; using UnityEngine; public class CameraManager : MonoBehaviour { [SerializeField] CinemachineVirtualCamera[] allVirtualCameras; private CinemachineVirtualCamera currentCamera; private CinemachineFramingTransposer framingTransposer; [Header("Y Damping Settings for Player Jump/Fall: ")] [SerializeField] private float panAmount = 0.1f; [SerializeField] private float panTime = 0.2f; public float playerFallSpeedThreshold = -10; public bool isLerpingYDamping; public bool hasLerpedYDamping; private float normalYDamp; public static CameraManager Instance { get; private set; } private void Awake() { if(Instance = null) { Instance = this; } for(int i = 0; i < allVirtualCameras.Length; i++) { if (allVirtualCameras[i].enabled) { currentCamera = allVirtualCameras[i]; framingTransposer = currentCamera.GetCinemachineComponent<CinemachineFramingTransposer>(); } } normalYDamp = framingTransposer.m_YDamping; } private void Start() { for (int i = 0; i < allVirtualCameras.Length; i++) { allVirtualCameras[i].Follow = PlayerController.Instance.transform; } } public void SwapCamera(CinemachineVirtualCamera _newCam) { currentCamera.enabled = false; currentCamera = _newCam; currentCamera.enabled = true; } public IEnumerator LerpYDamping(bool _isPlayerFalling) { isLerpingYDamping = true; //take start y damp amount float _startYDamp = framingTransposer.m_YDamping; float _endYDamp = 0; //determine end damp amount if (_isPlayerFalling) { _endYDamp = panAmount; hasLerpedYDamping = true; } else { _endYDamp = normalYDamp; } //lerp panAmount float _timer = 0; while (_timer < panTime) { _timer += Time.deltaTime; float _lerpedPanAmount = Mathf.Lerp(_startYDamp, _endYDamp, (_timer / panTime)); framingTransposer.m_YDamping = _lerpedPanAmount; yield return null; } isLerpingYDamping = false; } }</code>
April 18, 2024 at 7:04 pm #13969::Okay, so nothing appears to be wrong with your code, let’s try to find what isn’t being set then:
- Replace rb.velocity.y with values [0] & [1] (Checking if rb is the nullreference)
- Put the code
print(CameraManager.Instance);
(Checking if the correct cameramanager is found) In your PlayerController.cs,
void UpdateCameraYDampForPlayerFall() { print(CameraManager.Instance); //if falling past a certain speed threshold if (
rb.velocity.y0 < playerFallSpeedThreshold && !CameraManager.Instance.isLerpingYDamping && !CameraManager.Instance.hasLerpedYDamping) { StartCoroutine(CameraManager.Instance.LerpYDamping(true)); } //if standing stil or moving up if (rb.velocity.y1 >= 0 && !CameraManager.Instance.isLerpingYDamping && CameraManager.Instance.hasLerpedYDamping) { //reset camera function CameraManager.Instance.hasLerpedYDamping = false; StartCoroutine(CameraManager.Instance.LerpYDamping(false)); } }If change (1) returns a nullreference, then your CameraManager cannot be found. If (2) returns the correct name, then your cameramanager can be found.
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