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Post by Husky on Nov 7, 2022 4:50:57 GMT
I am not sure if unity can't grab the text files or something. ArgumentException: The Object you want to instantiate is null. UnityEngine.Object.Instantiate[T] (T original) (at <f1212ad1dec44ce7b7147976b91869c3>:0) InitBattleState.SpawnTestUnits () (at Assets/Scripts/Controller/Battle States/InitBattleState.cs:31) InitBattleState+<Init>d__1.MoveNext () (at Assets/Scripts/Controller/Battle States/InitBattleState.cs:17) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <f1212ad1dec44ce7b7147976b91869c3>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) InitBattleState:Enter() (at Assets/Scripts/Controller/Battle States/InitBattleState.cs:10) StateMachine:Transition(State) (at Assets/Scripts/Common/StateMachine/StateMachine.cs:38) StateMachine:set_CurrentState(State) (at Assets/Scripts/Common/StateMachine/StateMachine.cs:10
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Post by Admin on Nov 8, 2022 13:56:16 GMT
Normally you would be trying to instantiate a prefab that does not exist in the scene, but which is a project asset. If you forgot to provide a reference to the asset on your script in the inspector, then when the script runs you would see a similar error.
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Post by Admin on Nov 8, 2022 14:04:34 GMT
If you are trying to use assets that are loaded by name from a resource folder, then it could be that those assets are missing. Regarding Jobs in the Tactics RPG, many other users have missed the step to run the menu command for the Job Parser which creates the initial jobs for you.
[MenuItem("Pre Production/Parse Jobs")]
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Post by Husky on Nov 9, 2022 5:30:00 GMT
Curious there is a bug fix for the conversation data because the win outro scene works for its data but when I pull up the lose data it seems to make it lose the tweener for where it is placed in the conversation panel.
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Post by Admin on Nov 18, 2022 14:44:15 GMT
As for the lose text, the bug was introduced in the BattleState script's AddListeners method. The problem is that I was ignoring input when it wasn't the player's turn. You could fix it in place using something like this: if (driver == null || driver.Current == Drivers.Human || IsBattleOver())
There are other options for fixes, such as you could have set the drive to null when battle ended.
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