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Question by PaulX1 · Jul 04, 2010 at 04:53 AM · nullreferenceexception

Keep getting a 'NullReferenceException: Object reference not set to an instance of an object ' error

I keep getting this error when I play my level.

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.GUILayoutUtility.EndLayoutGroup () 
UnityEngine.GUILayout.EndHorizontal () 
UnityEditor.AssetImporterInspector.ApplyRevertGUI () 
UnityEditor.ModelImporterInspector.OnInspectorGUI () 
UnityEditor.InspectorWindow.OnGUI () 
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000]

I'm not sure what object this error is referring to. Anyone have any ideas? Is there a way to find out?

This is the code for the character

var walkSpeed : float = 1.0; var jumpSpeed : float = 5; var gravity = 10; var moveDirection : Vector3 = Vector3.zero; var charController : CharacterController;

function Start() { charController = GetComponent(CharacterController); animation.wrapMode = WrapMode.Loop; }

function Update () { if(charController.isGrounded == true) { if(Input.GetAxis("Vertical") > .1) { if(Input.GetButton("Run")) { animation["walk"].speed = 5; animation.CrossFade("walk"); walkSpeed = 4; } else { animation["walk"].speed = 2; animation.CrossFade("walk"); walkSpeed = 2;

         }
     }
     else if(Input.GetAxis("Vertical") < -.1)
     {
         animation["walk"].speed = -2;
         animation.CrossFade("walk");
         walkSpeed = 2;
     }
     else
     {
         animation.CrossFade("idle");
     }

     // Create an animation cycle for when the character is turning on the spot
     if(Input.GetAxis("Horizontal") && !Input.GetAxis("Vertical"))
     {
         animation.CrossFade("walk");
     }


     transform.eulerAngles.y += Input.GetAxis("Horizontal");

     // Calculate the movement direction (forward motion)
     moveDirection = Vector3(0, -Input.GetAxis("Vertical"), 0);
     moveDirection = transform.TransformDirection(moveDirection);

     //If the jump button is pressed,
     if(Input.GetButtonDown("Jump"))
     {
         //then jump up
         if(charController.isGrounded == true)
             {
                 animation.CrossFade("jump");
                 moveDirection.y += jumpSpeed;                   
             }           
     }       
 }

 moveDirection.y -= gravity * Time.deltaTime;
 charController.Move(moveDirection * (Time.deltaTime * walkSpeed));

}

and this is the code for the camera

// The target we are following var target : Transform; // The distance in the x-z plane to the target var distance = 10.0; // the height we want the camera to be above the target var height = 5.0; // How much we var heightDamping = 2.0; var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () { // Early out if we don't have a target if (!target) return;

 // Calculate the current rotation angles
 wantedRotationAngle = target.eulerAngles.y;
 wantedHeight = target.position.y + height;

 currentRotationAngle = transform.eulerAngles.y;
 currentHeight = transform.position.y;

 // Damp the rotation around the y-axis
 currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

 // Damp the height
 currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

 // Convert the angle into a rotation
 currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

 // Set the position of the camera on the x-z plane to:
 // distance meters behind the target
 transform.position = target.position;
 transform.position -= currentRotation * Vector3.forward * distance;

 // Set the height of the camera
 transform.position.y = currentHeight;

 // Always look at the target
 transform.LookAt (target);

}'

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avatar image PaulX1 · Jul 04, 2010 at 05:12 AM 0
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I'm not quite sure how, but after deleting the camera and making a new one with the same code, this issue seems to have been resolved. Weird...

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Answer by Tetrad · Jul 04, 2010 at 05:14 AM

If it's running in the inspector, you can double click on the error and it'll take you to the line it errored out on.

Also http://answers.unity3d.com/questions/13827/my-script-isnt-working-what-are-some-ways-i-can-start-debugging

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