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Question by muftiistikhori · Jan 06, 2018 at 03:10 PM · cameramovement scriptfollowscript execution order

camera not working after scripting player state

i got tuorial on youtube channel stevie rof https://www.youtube.com/watch?v=DmkR9wADjS4&lc=z22bsldjvpasd5sv1acdp434datu4ihl5bnuh0222q5w03c010c.1515246400697574 in this episode make me struggle spend long time a day.

script execution order is correct like stevie order

error ; NullReferenceException: Object reference not set to an instance of an object ThirdPersonCamera.Update () (at Assets/Team9/Scripts/Cameras/ThirdPersonCamera.cs:48)

line of error: if (localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMING || localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMFIRING) cameraRig = aimCamera;

alt text

here is the code of camera

 using System.Collections;
 using UnityEngine;
 
 public class ThirdPersonCamera : MonoBehaviour {
 
     [System.Serializable]
     public class CameraRig
     {
         public Vector3 CameraOffset;
         public float Damping;
     }
 
     //0.53, 0.39, -5.8
     //5
 
     [SerializeField]
     CameraRig defaultCamera;
 
     [SerializeField]
     CameraRig aimCamera;
 
     Transform cameraLookTarget;
     Player localPlayer;
 
 
 
     void Awake () {
         GameManager.Instance.OnLocalPlayerJoined += HandleOnLocalPlayerJoined;;
     }
 
     void HandleOnLocalPlayerJoined (Player player)
     {
         localPlayer = player;
         cameraLookTarget = localPlayer.transform.Find("cameraLookTarget");
 
         if (cameraLookTarget == null)
             cameraLookTarget = localPlayer.transform;
     }
     
     // Update is called once per frame
     void Update () {
 
         if (localPlayer == null)
             return;
 
         CameraRig cameraRig = defaultCamera;
 
         if (localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMING || localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMFIRING)
             cameraRig = aimCamera;
 
         Vector3 targetPosition = cameraLookTarget.position + localPlayer.transform.forward * cameraRig.CameraOffset.z +
                                  localPlayer.transform.up * cameraRig.CameraOffset.y +
                                  localPlayer.transform.right * cameraRig.CameraOffset.x;
 
         Quaternion targetRotation = Quaternion.LookRotation (cameraLookTarget.position - targetPosition, Vector3.up);
 
         transform.position = Vector3.Lerp (transform.position, targetPosition, cameraRig.Damping * Time.deltaTime);
         transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, cameraRig.Damping * Time.deltaTime);
         }
 }
 
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Answer by Gabriellvs · Feb 08, 2018 at 06:54 PM

using UnityEngine; using System.Collections;

public class ThirdPersonCamera : MonoBehaviour {

 //usaremos duas cameras, uma para a default, outra para a camera de mirar.  
 [System.Serializable]    //não mostrar no inspector
 public class CameraRig {
     public Vector3 cameraOffSet;
     public float crouchHeight;
     public float damping;
 }

 [SerializeField]public CameraRig defaultCamera;
 [SerializeField]public CameraRig aimCamera;
 //[SerializeField]public CameraRig crouchedCamera;

     Transform cameraLookTarget;

 Player localPlayer;
 // Use this for initialization
 void Awake () {
     GameManager.Instance.OnLocalPLayerJoined += HandleOnLocalPlayerJoined;
 
 }
 void HandleOnLocalPlayerJoined(Player player)
 {
     localPlayer = player;
     cameraLookTarget = localPlayer.transform.Find("cameraLookTarget");

     if (cameraLookTarget == null)
         cameraLookTarget = localPlayer.transform;
 }
 
 // Update is called once per frame
 void LateUpdate () {
     //lateUpdate para evitar alguns lags na camera... 
     if (localPlayer == null)
         return;
         
     CameraRig cameraRig = defaultCamera;
     //print ("cameraRig"+cameraRig);

     if (localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMING || localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMEDFIRING)
         cameraRig = aimCamera;

     //se esta crouching fica true ;
     float targetHeight = cameraRig.cameraOffSet.y + (localPlayer.PlayerState.MoveState == PlayerState.EMoveState.CROUCHING ? cameraRig.crouchHeight : 0);
     //quando muda a camera pra crouch, adicionamos
     Vector3 targetPosition = cameraLookTarget.position + localPlayer.transform.forward * cameraRig.cameraOffSet.z +
         localPlayer.transform.up *  targetHeight  +
         localPlayer.transform.right * cameraRig.cameraOffSet.x;
     
     Quaternion targetRotation = Quaternion.LookRotation (cameraLookTarget.position - targetPosition, Vector3.up);

     transform.position = Vector3.Lerp(transform.position, targetPosition, cameraRig.damping * Time.deltaTime);
     transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, cameraRig.damping * Time.deltaTime);
 }

}

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