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I have created a slider that moves a box back and forth, and the Unity applications WORKS. But i still get this errocode.
This is the class (simplified)
Cant find a logical solution to this. I am using Javascript, not C#. I tried the Awake() function ,but that does not work. Thank you
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I have run into this mysterious message a couple time and have tracked it down to a bugged .js file. It seems to be rare and random. If there is nothing wrong with the code and everything seems fine: - Backup the contents of the script - Delete the script - Recreate the script and past back the contents The next time you run your project you shouldn't recieve the error. Clearing the contents of the script and re-pasting it won't work. The file needs to be deleted and remade.
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I can conform the Answer of SteveTwo. Backing up, deleting, recreating and pasting was the sollution for me as well. Thanks!
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In my situation, it was a legitimate error that I was able to fix - c# project btw I had both a ScriptableObject and MonoBehaviour with [ExecuteInEditMode]. The ScriptableObject had a property I was declaring AND initializing at the same time that relied on the MonoBehaviours singleton instance to be set: It was calling for a singleton instance on the MonoBehaviour object at design time before Awake or Start had been called. The Instance getter/setter of the singleton had to look for a GameObject in the scene if the instance hadn't been set yet and bam, there was the problem. All I had to do was remove the initialization of the property to a point that was AFTER the Awake() commands had run through the scene.
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There isn't anything wrong with the above code (Besides the layout, but bleh). You'll need to paste in a non simplified version
Where are you creating an instance of the class Constraint? Is it possibly being created before any GameObjects exist, thereby making GameObject.Find() unavailable? I'm not that familiar with Unity's execution flow, so not sure what happens when. :)
Note - if so, then you would need to remove the SetPartRef() call from the constructor function, and call it from outside, after the object is fully created.
Also - is there any reason why you need to use gameobject.find from setPartRef instead of passing in a transform reference (into the constructor or the function) ?
@Mike, based on the variable constraintName:String, I presumed he was going to replace box with that String variable - so he doesn't necessarily have a reference at compile-time. I could be wrong. :)