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Question by weavermount · Nov 01, 2016 at 03:20 PM · nullreferenceexception

Error Getting thrown WHILE correct behavior exhibited

Hey guys this is really weird. I have a bullet that rotates in flight. I'm getting this error thrown every up per bullet for the bullet's lifetime.

 NullReferenceException: Object reference not set to an instance of an object
 NeedleController.Update () (at Assets/_mine/Resources/Abilities/Shots/NeedleController.cs:13)

Here's the thing. Line 13, in the update function below does in fact rotate my bullet in flight just fine. Despite the complaints in the console.

     using UnityEngine;
     using System.Collections;
     
     public class NeedleController : DamagerController
     {
         Transform gfx;
         new public void Awake()
         {
             base.Awake();
             gfx = transform.FindChild("gfx");
         }
         public void Update() {
             gfx.Rotate(0, 0, 450 * Time.deltaTime);   // <------ Line 13
         }
     }
 

Comment out that line, no rotation and no errors. I'm really stumped about what to try, and don't want dozens of errors firing off every update.

(I'm including the super classes just for completeness, but they don't mention "gfx". )

 using UnityEngine;
 using System.Collections;
 
 public class DamagerController : EntityController {
     public FigureController ownerCtrl;
     public float damageValue;
 
     void OnTriggerEnter(Collider other)
     {
         FigureController otherCtrl =  other.GetComponent<FigureController>();
         if (otherCtrl == null) {
             
         } else
         {
             Mechanics.DamagerHitsController(this, otherCtrl);
         }
         
     }
     public void WasDodged(EntityController struckCtrl) {
         //Tell the attack to keep going,
         //Maybe something overrides the dodge
     }
 }
 
 
 public abstract class EntityController : MonoBehaviour {
     public bool HasPool = false;
     public string PrefabName;
     protected SpawnPool pool;
     public void Awake() {
         string poolName = this.GetType().Name;
         if (HasPool == true && !PoolManager.Pools.ContainsKey(poolName)) {
             pool = PoolManager.Pools.Create(poolName);
         }
     }
 
 }
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avatar image TreyH · Nov 01, 2016 at 05:26 PM 0
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And it keeps yelling at you? It's possible that there's a goofy ti$$anonymous$$g issue with Unity or the call order on your awake aliasing.

If you put a simple null check in front of that rotate call, what happens?

avatar image TreyH · Nov 01, 2016 at 05:33 PM 1
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Have you tried doing typical c# overrides on the Awake call? (protected, virtual, override, etc)

http://answers.unity3d.com/questions/452601/c-inheriting-awake.html

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