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Question by StrengthGaming · Jan 17, 2017 at 03:27 PM · null reference exception

Null Reference Error

not sure what im doing wrong but here is the error. Im tring to instantiate the basic Ethan char from standard assets folder to my game. when i start the game i get this char.

;NullReferenceException: Object reference not set to an instance of an object UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.CheckGroundStatus () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:221) UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.Move (Vector3 move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:54) UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl.FixedUpdate () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs:71):

This is the code that started the error

using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameMaster : MonoBehaviour { public GameObject playerCharacter; public Camera mainCamera; public float zOffset; public float yOffset; public float xRotOffset; private GameObject _pc; private PlayerCharacter _pcScript; // Use this for initialization void Start () { _pc = Instantiate (playerCharacter, Vector3.zero, Quaternion.identity) as GameObject; _pcScript = _pc.GetComponent (); zOffset = -1.7f; yOffset = 1.7f; xRotOffset = 22f; mainCamera.transform.position = new Vector3 (_pc.transform.position.x, _pc.transform.position.y + yOffset, _pc.transform.position.z + zOffset); mainCamera.transform.Rotate (xRotOffset, 0, 0); } public void LoadCharacter() { GameSettings gsScript = GameObject.Find ("_GameSettings").GetComponent (); //load game gsScript.LoadCharData (); } }

and this is the code the error is taking me to. Im tring to instantiate the basic Ethan char from standard assets folder to my game.

**using UnityEngine; namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(CapsuleCollider))] [RequireComponent(typeof(Animator))] public class ThirdPersonCharacter : MonoBehaviour { [SerializeField] float m_MovingTurnSpeed = 360; [SerializeField] float m_StationaryTurnSpeed = 180; [SerializeField] float m_JumpPower = 12f; [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f; [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others [SerializeField] float m_MoveSpeedMultiplier = 1f; [SerializeField] float m_AnimSpeedMultiplier = 1f; [SerializeField] float m_GroundCheckDistance = 0.1f; Rigidbody m_Rigidbody; Animator m_Animator; bool m_IsGrounded; float m_OrigGroundCheckDistance; const float k_Half = 0.5f; float m_TurnAmount; float m_ForwardAmount; Vector3 m_GroundNormal; float m_CapsuleHeight; Vector3 m_CapsuleCenter; CapsuleCollider m_Capsule; bool m_Crouching; void Start() { m_Animator = GetComponent(); m_Rigidbody = GetComponent(); m_Capsule = GetComponent(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; } public void Move(Vector3 move, bool crouch, bool jump) { // convert the world relative moveInput vector into a local-relative // turn amount and forward amount required to head in the desired // direction. if (move.magnitude > 1f) move.Normalize(); move = transform.InverseTransformDirection(move); CheckGroundStatus(); move = Vector3.ProjectOnPlane(move, m_GroundNormal); m_TurnAmount = Mathf.Atan2(move.x, move.z); m_ForwardAmount = move.z; ApplyExtraTurnRotation(); // control and velocity handling is different when grounded and airborne: if (m_IsGrounded) { HandleGroundedMovement(crouch, jump); } else { HandleAirborneMovement(); } ScaleCapsuleForCrouching(crouch); PreventStandingInLowHeadroom(); // send input and other state parameters to the animator UpdateAnimator(move); } void ScaleCapsuleForCrouching(bool crouch) { if (m_IsGrounded && crouch) { if (m_Crouching) return; m_Capsule.height = m_Capsule.height / 2f; m_Capsule.center = m_Capsule.center / 2f; m_Crouching = true; } else { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up m_Capsule.radius k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius k_Half; if (Physics.SphereCast(crouchRay, m_Capsule.radius k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; return; } m_Capsule.height = m_CapsuleHeight; m_Capsule.center = m_CapsuleCenter; m_Crouching = false; } } void PreventStandingInLowHeadroom() { // prevent standing up in crouch-only zones if (!m_Crouching) { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up m_Capsule.radius k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius k_Half; if (Physics.SphereCast(crouchRay, m_Capsule.radius k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; } } } void UpdateAnimator(Vector3 move) { // update the animator parameters m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); m_Animator.SetBool("Crouch", m_Crouching); m_Animator.SetBool("OnGround", m_IsGrounded); if (!m_IsGrounded) { m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); } // calculate which leg is behind, so as to leave that leg trailing in the jump animation // (This code is reliant on the specific run cycle offset in our animations, // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) float runCycle = Mathf.Repeat( m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); float jumpLeg = (runCycle < k_Half ? 1 : -1) m_ForwardAmount; if (m_IsGrounded) { m_Animator.SetFloat("JumpLeg", jumpLeg); } // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, // which affects the movement speed because of the root motion. if (m_IsGrounded && move.magnitude > 0) { m_Animator.speed = m_AnimSpeedMultiplier; } else { // don't use that while airborne m_Animator.speed = 1; } } void HandleAirborneMovement() { // apply extra gravity from multiplier: Vector3 extraGravityForce = (Physics.gravity m_GravityMultiplier) - Physics.gravity; m_Rigidbody.AddForce(extraGravityForce); m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; } void HandleGroundedMovement(bool crouch, bool jump) { // check whether conditions are right to allow a jump: if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) { // jump! m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); m_IsGrounded = false; m_Animator.applyRootMotion = false; m_GroundCheckDistance = 0.1f; } } void ApplyExtraTurnRotation() { // help the character turn faster (this is in addition to root rotation in the animation) float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); transform.Rotate(0, m_TurnAmount turnSpeed Time.deltaTime, 0); } public void OnAnimatorMove() { // we implement this function to override the default root motion. // this allows us to modify the positional speed before it's applied. if (m_IsGrounded && Time.deltaTime > 0) { Vector3 v = (m_Animator.deltaPosition m_MoveSpeedMultiplier) / Time.deltaTime; // we preserve the existing y part of the current velocity. v.y = m_Rigidbody.velocity.y; m_Rigidbody.velocity = v; } } void CheckGroundStatus() { RaycastHit hitInfo; #if UNITY_EDITOR // helper to visualise the ground check ray in the scene view Debug.DrawLine(transform.position + (Vector3.up 0.1f), transform.position + (Vector3.up 0.1f) + (Vector3.down m_GroundCheckDistance)); #endif // 0.1f is a small offset to start the ray from inside the character // it is also good to note that the transform position in the sample assets is at the base of the character if (Physics.Raycast(transform.position + (Vector3.up 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance)) { m_GroundNormal = hitInfo.normal; m_IsGrounded = true; m_Animator.applyRootMotion = true; } else { m_IsGrounded = false; m_GroundNormal = Vector3.up; m_Animator.applyRootMotion = false; } } } }*

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