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Post by Legion on May 2, 2017 8:34:53 GMT
NullReferenceException: (null) UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs, UnityEngine.Object context) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:87) UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:193) UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:185) UnityEditor.GameObjectInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/GameObjectInspector.cs:83) We're having this error everytime we create a character and click Play. It's never been a problem, but it's annoying to see it, any ideas? It happens for several versions, right now since the Shooter Template. What version you're using @legion? also did this error appears on a clean project? Yeah, clean project in Unity 5.6.0b7 and 5.6.0f3, but the same thing happened with the Melee Template in Unity 5.4.1f1 (sometimes)
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Post by hamzah on May 2, 2017 11:38:18 GMT
Just came across this awesome UE4 template, it's having shooting+ interaction system amazingly integrated. Such an eye candy By the next month I am planning to release an awesome interaction addon for invector's template using finalIK similar to the post above. Hope it won't be that hard
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Post by Invector on May 2, 2017 14:28:43 GMT
What version you're using @legion? also did this error appears on a clean project? Yeah, clean project in Unity 5.6.0b7 and 5.6.0f3, but the same thing happened with the Melee Template in Unity 5.4.1f1 (sometimes) Hmmm that's really odd, we didn't receive any reports like this. Is there a specific behaviour to trigger the errors? like it only appears on one specific scene or something like that...
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Post by Legion on May 2, 2017 23:32:35 GMT
Yeah, clean project in Unity 5.6.0b7 and 5.6.0f3, but the same thing happened with the Melee Template in Unity 5.4.1f1 (sometimes) Hmmm that's really odd, we didn't receive any reports like this. Is there a specific behaviour to trigger the errors? like it only appears on one specific scene or something like that... We've been able to verify that one of our RAM modules has blocks errors, too many to make it usable, maybe that's why, so is not a Template's error.
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Post by geekcats on May 3, 2017 20:10:30 GMT
hi, New project, lastest version. Why this happens in mobile vesion? in iPhone the problem continues. The message analog left is missing. But is a new project, no changes in Demo. photo upload
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Post by Invector on May 4, 2017 0:04:51 GMT
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Post by Legion on May 4, 2017 14:04:45 GMT
We're having a problem with an AI enemy, the shots doesn't affect him, the enemy is with the tag "Enemy" and in the layer "Enemy" and the armature untagged and in the layer "BodyPart" (As in the demo).
If we put the layer "Enemy" in the Aim Target Layer (ShooterManager), the shots only affect him being very close, if we only leave the layer "BodyPart", never gets hurt.
Edit: The checkbox "Disable Colliders"in the Ragdoll Script is disabled.
Edit2: Ok, for some reason the armature colliders were deactivated in runtime, delete the enemy and recreate it has solved everything.
Our Unity is off its rocker.
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ashyb
New vMember
Posts: 24
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Post by ashyb on May 13, 2017 6:57:20 GMT
How's work going on the next update invector? Just curious as to what your working on at the moment Has anyone had any success with the AI and using other navigation techniques? For example, I have quite a large terrain and navmesh baking is just plain slow on my machine.
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Post by Invector on May 13, 2017 15:41:57 GMT
How's work going on the next update invector? Just curious as to what your working on at the moment Has anyone had any success with the AI and using other navigation techniques? For example, I have quite a large terrain and navmesh baking is just plain slow on my machine. Next update will bring a major modification on Actions & Collectables, we're working on a new action verification that will allow to create custom actions way more easier, for example every basic actions such as climbUp, stepUp, jumpOver are now removed from the core of the player and is a standalone component call vBasicAction. We still use the vTriggerAction on the objects in the scene, but now they have much more options and events, so you can for example trigger a simple pull lever or open door animation and also trigger the door animation itself , sounds, fx, etc.. through the Event system. This is also a base to create your own custom actions, we already did the ladder using the new system and other new actions that will come on a new package called Advanced Movement Pack. And we don't stop there, the new AI is almost finished it looks the same when you hit play but we code everything from scratch so it's much more stable and optimized, it will include the Shooter Behaviour & options to use other P ath solutions. I don't know yet if the new AI will be on the next update, but the new action system will definitelly be along with video tutorials explaining how it works.
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Post by uberwiggett on May 13, 2017 16:04:44 GMT
looking forward to seeing what you've done with the AI, especially ones that can shoot back! What's this about collectables? I am wondering if there will be any more work done to the inventory/items as far as creation goes, I am redoing my 1500+ items over again :x and would like to hold off if there is a new set of changes coming
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Post by Invector on May 13, 2017 19:50:30 GMT
looking forward to seeing what you've done with the AI, especially ones that can shoot back! What's this about collectables? I am wondering if there will be any more work done to the inventory/items as far as creation goes, I am redoing my 1500+ items over again :x and would like to hold off if there is a new set of changes coming Hmmm there is no big changes in the inventory, the only change is in the Item Collectable, we add more options like events, match target, etc...
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ashyb
New vMember
Posts: 24
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Post by ashyb on May 14, 2017 1:09:20 GMT
Found something, not really a bug... In vInventory.cs on line 154 change it from; if ((windows.Count > 0 && windows[windows.Count - 1] != firstWindow) && cancel.GetButtonDown()) To the following; if ((windows.Count > 0 && windows[windows.Count - 1] != firstWindow) && (openInventory.GetButtonDown() || cancel.GetButtonDown())) Otherwise on the inventory menu it has "Press I to go back" but the actual I key does nothing without this change. Got a problem at the moment too with spawning the character from the vGameController. When I equip the assault rifle I get the following error when i aim (and it won't fire); Something to do with the AimID_2 gameobjects/components. There's no problem with the pistol because it uses AimID_1. Been trying to fix this for a while...
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ashyb
New vMember
Posts: 24
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Post by ashyb on May 14, 2017 3:36:14 GMT
Suggestion, in vItemManager.cs at line 65 could you put something like; if (!inventory) Debug.LogError("No vInventory assigned!"); Just to help track down any problems in the future, rather than follow the console lines to find out what you forgot to add. You also might want to consider changing the way you initialize the various player elements like the inventory UI, the third person camera etc. I've been chopping and changing them to have more of a "The Division" HUD where the player health, stamina, weapons, inventory etc are in screen space, slightly rotated so they look 3D which is a nice effect. Then the damage indicator, text, aimCanvas etc are in screen space overlay so they appear over everything as they should. But then this leads to having to separate the different canvases and components. Which means they are no longer located on the same gameobject so they can't effectively communicate to each other. So one script will call Start() before another script has even loaded so you get null references. I've gotten around this by using coroutines in the start() methods so theres a delay before they initialize, for example my vInventory.cs looks like this now; void Start() { StartCoroutine(LateStart()); }
IEnumerator LateStart() { yield return null; // need this so other components initialize first
canEquip = true; inputModule = FindObjectOfType<StandaloneInputModule>(); foreach (ChangeEquipmentControl changeEquip in changeEquipmentControllers) { if (changeEquip.equipArea != null) { changeEquip.equipArea.onEquipItem.AddListener(EquipItem); changeEquip.equipArea.onUnequipItem.AddListener(UnequipItem); } } if (dontDestroyOnLoad) { DontDestroyOnLoad(gameObject); } vGameController.instance.OnReloadGame.AddListener(OnReloadGame); } A better way maybe to use an event system and/or a component manager object, so all the player stuff calls in to this manager and then the manager handles the order in which things instantiate. Note that you do get null references even with everything in the scene (not being instantiated by the gamecontroller object) depending on your machine and what it decides to call awake()/start() on first. So it's not a case of instantiating everything from prefabs only. You can see my setup below; You can see the effect here;
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Post by uberwiggett on May 14, 2017 4:28:27 GMT
That's a cool looking menu effect, i'd like to do that for my scifi shooter. I'm not sure if it's something that needs to be standard packaged with the template though, but could you do a write up of how to achieve the effect in the addon section?
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ashyb
New vMember
Posts: 24
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Post by ashyb on May 14, 2017 5:02:04 GMT
Its not really standard. It's more of a "this will work for anything people come up with" type safety stuff. No matter what the end user implements it will still work.
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