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avatar image
Question by ultimate35 · Jun 29, 2017 at 11:31 AM · c#errorcharactercharactercontrollercomponent

Object reference not set to an instance of an Object

using UnityEngine; using System.Collections;

public class PlayerController : MonoBehaviour {

 public GameObject playerObject;


 public float walkSpeed = 2;
 public float runSpeed = 6;
 public float gravity = -12;
 public float jumpHeight = 1;
 [Range(0,1)]
 public float airControlPercent;

 public float turnSmoothTime = 0.2f;
 float turnSmoothVelocity;

 public float speedSmoothTime = 0.1f;
 float speedSmoothVelocity;
 float currentSpeed;
 float velocityY;

 Animator animator;
 Transform cameraT;
 CharacterController controller;

 void Start () {
     animator = GetComponent<Animator> ();
     cameraT = Camera.main.transform;
     controller = GetComponent<CharacterController> ();
 }

 void Update () {
     // input
     Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
     Vector2 inputDir = input.normalized;
     bool running = Input.GetKey (KeyCode.LeftShift);

     Move (inputDir, running);

     if (Input.GetKeyDown (KeyCode.Space)) {
         Jump ();
     }
     // animator
     float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
     animator.SetFloat ("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);

 }

 void Move(Vector2 inputDir, bool running) {
     if (inputDir != Vector2.zero) {
         float targetRotation = Mathf.Atan2 (inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
         transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
     }
         
     float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
     currentSpeed = Mathf.SmoothDamp (currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));

     velocityY += Time.deltaTime * gravity;
     Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;

     controller.Move (velocity * Time.deltaTime);
     currentSpeed = new Vector2 (controller.velocity.x, controller.velocity.z).magnitude;

     if (controller.isGrounded) {
         velocityY = 0;
     }

 }

 void Jump() {
     if (controller.isGrounded) {
         float jumpVelocity = Mathf.Sqrt (-2 * gravity * jumpHeight);
         velocityY = jumpVelocity;
     }
 }

 float GetModifiedSmoothTime(float smoothTime) {
     if (controller.isGrounded) {
         return smoothTime;
     }

     if (airControlPercent == 0) {
         return float.MaxValue;
     }
     return smoothTime / airControlPercent;
 }

}

![alt text][1] [1]: /storage/temp/96810-2017-06-29-4.png

Whats the problem ? I can add the this code and it gave the error

2017-06-29-4.png (36.4 kB)
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Answer by cbjunior · Jun 29, 2017 at 01:12 PM

It seems like your script isn't finding the CharacterController component. Are you sure you have one attached to your object that the script is attached to?

One good error checking practice for scripts is to check to make sure that the component is actually found by the script.

 controller = GetComponent<CharacterController>();
 
 if (!controller) //Check for controller reference
 {
      Debug.LogError("Didn't find CharacterController");
 }
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avatar image ShadyProductions · Jun 29, 2017 at 05:23 PM 0
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controller is not a boolean, so you cannot just do if (!controller) You will have to use if (controller != null)

avatar image cbjunior · Jun 29, 2017 at 09:54 PM 0
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@ShadyProductions All the classes derived from Component overload the ! operator, so you can use them like a boolean.

avatar image cbjunior · Jun 29, 2017 at 09:55 PM 0
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I've done it with dozens of scripts

avatar image cbjunior · Jun 29, 2017 at 09:57 PM 0
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https://docs.unity3d.com/ScriptReference/Component.html Look under operators, you will see bool

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