Cinemachine related questions - unity3d

I downloaded the Cinemachine package and attached the Cinemachine Brain component to the main camera. After that, I created a VirtualCamera object, but I get the following error
NullReferenceException: Object reference not set to an instance of an
object Cinemachine.Editor.VcamStageEditorPipeline.OnInspectorGUI
(System.Boolean withHeader) (at
Library/PackageCache/com.unity.cinemachine#2.8.9/Editor/Utility/VcamStageEditor.cs:329)
Cinemachine.Editor.CinemachineVirtualCameraEditor.OnInspectorGUI ()
(at
Library/PackageCache/com.unity.cinemachine#2.8.9/Editor/Editors/CinemachineVirtualCameraEditor.cs:134)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.b__0
() (at <122642d41668428d845063b1753c4e72>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
And the dead zone, soft zone, and hard limit do not appear in the game scene; and CinamachineVirtualCamera should have body and aim properties, but they do not exist. Please help me :(

Related

Can't pick StaticMeshActor from scene when I create variable of that type in blueprint, if the actor is from sub-level in Unreal Engine 5

I have made an blueprint and inside of it, variable of type StaticMeshActor (object reference):
When I create instance of this blueprint in scene, I get the drop-down for my “Test” variable with StaticMeshActor actors in scene (that’s correct).
But once I click on any of them (that are from sub-levels), field resets to “None” again. Same goes for picker icon from scene.
Is it bug, or am I doing something wrong? Is it even possible to select actor from sub-level?

Unity SteamVR build returning NullReferenceException error despite functioning in editor

I made a game using the SteamVR plugin in unity 2021.3.1f1. It functions perfectly in the editor, however on build the controllers aren't visible and don't track. The program loads a bunch of OpenVR stuff on startup, then it returns this error Twice:
<b>[SteamVR]</b> System.NullReferenceException: Object reference not set to an instance of an object.
at Valve.VR.SteamVR_Input.Initialize (System.Boolean force) [0x00000] in <00000000000000000000000000000000>:0
at Valve.VR.SteamVR.CreateInstance () [0x00000] in <00000000000000000000000000000000>:0
at Valve.VR.SteamVR.Initialize (System.Boolean forceUnityVRMode) [0x00000] in <00000000000000000000000000000000>:0
at Valve.VR.SteamVR_Behaviour_Pose.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Valve.VR.SteamVR:CreateInstance()
Valve.VR.SteamVR:Initialize(Boolean)
Valve.VR.SteamVR_Behaviour_Pose:OnEnable()
Then it returns this error twice:
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Valve.VR.SteamVR_Behaviour_Pose:Start()
Then it returns this error once per frame:
NullReferenceException: Object reference not set to an instance of an object.
at Valve.VR.SteamVR_Action_Boolean.GetState (Valve.VR.SteamVR_Input_Sources inputSource) [0x00000] in <00000000000000000000000000000000>:0
at ButtonInteractor.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0
I have checked my "ButtonInteractor" script and found no issues, as well as reinstalled steamvr, adjusted and rewrote input bindings, and there has been no change. Is there something i nee dot do to get steamvr to build properly?
Any ideas as to what I did wrong?

Cannot get the child of a GameObject through script [duplicate]

This question already has answers here:
How to find child of a GameObject or the script attached to child GameObject via script
(4 answers)
Closed 4 years ago.
I want to access the animator component of my player character. The character is spawned under the GameObject Character position, which it self is the child of Game Manager.
The character prefabs have various names, so I cannot find them through exact name. So its easier to just get the only child of Character position.
Game Manager
Character position
Player Prefab
Ive searched online and tried GetChild by index and GetComponentInChildren. None of them work. Below is the script I wrote for this:
private Animator archerAnimator;
private float startSpeed;
GameObject charPos;
GameObject archer_;
// Use this for initialization
void Start () {
charPos = GameObject.Find("Game manager/Character position");
Debug.Log(charPos);
archer_ = charPos.transform.GetChild(0).gameObject;
archerAnimator = charPos.GetComponentInChildren<Animator>();
Debug.Log(archerAnimator);
}
charPos is found, but for archer_ I get the error, Transform child out of bounds. The player archer is not there but is spawned at run time when the scene starts, is this the reason it cannot find it so quickly?
Some guidance would be appreciated.
Thank you
I think you're scanning for the player too early. You should reverse your discovery logic. Instead of scanning for the player and its Animator, you should put a script on the player itself that runs after it is created and reports itself to the game manager or whatever object needs access to it, something like this:
void Start() { GetComponentInParent<GameManager>().OnPlayerSpawned(this); }
I'll also mention that some script finding an object by name and accessing its components is a generally bad idea. Here's a design guideline to always keep in mind: You should traverse Unity's object hierarchy as infrequently as possible, and even if you do, you should only traverse objects that don't have other scripts attached. In this case, you should also put the logic to control the Animator inside your Player script. Then, you wouldn't need to get a reference to the Animator in the first place.

Saving MethodInfo variable in Unity EditorWindow to Component, var resets on compile

I'm trying to save a MethodInfo to a script through an editor window. When I create the script that should remember the method info it works well but whenever unity recompiles, (Run-Time, script has changed or unity restarts) the MethodInfo variable has been reset to null. I've tried serializing the class that saves it and making the MethodInfo a SerializedField,
What happens precisely: I select a Component belonging to a GameObject and a MethodInfo belonging to that component. Then create a new GameObject containing a script that has variables for GameObject, Component & MethodInfo. I then set those variables to the selected vars. Untill now it works. When unity compiles again the GameObject and Component are still saved but the MethodInfo has turned to null.
Any help would be greatly appreciated.
I don't think Unity will be able to serialize an object of MethodInfo class. And even if it was: as Unity is a cross platform engine, there is no guarantee that an object of MethodInfo, as it was saved in the Editor, will be compatible with an object of MethodInfo as it would exist in the platform specific build.
You will have to store the name of the target method and use that together with Reflection to find the correct method at runtime. If the method is overloaded by signature you'll also have to decide which overload to take at runtime.

Unity | MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it

MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Transform.get_position () (at C:/BuildAgent/work/d63dfc6385190b60/artifacts/EditorGenerated/UnityEngineTransform.cs:28)
Destroy+$SpawnAfter5Seconds$1+$.MoveNext () (at Assets/Scripts/Destroy.js:22)
Any help?
You are tying to perform an operation on an object which is now null because it was Destroyed.
Solution
Don't Destroy it or don't try to access something that is already destroyed. You can always check like this:
if(transformReference != null)
{
// Safe to use.
}
It means that the object you are trying to move, change position, etc. id destroyed.
Try making a new object called like the object you used in your script. If it doesn't help, post the script in a comment.
Have a great day!