20-04-2021, 08:42 AM
(This post was last modified: 20-04-2021, 09:02 AM by josemendez.)
So far I've been unable to reproduce this. Tried 2020.2.6f1 and 2020.3.0 without success.
The stack trace points to a NullRefException in this line:
The only thing that can be null here is currentProperty. This grabs the first property in the properties list, initialized in the editor's OnEnable():
So as long as Unity is calling OnEnable() -as it should- there's literally no way currentProperty can be null.
- You mentioned this happens 5 seconds or so after opening the blueprint editor, is this correct?
- Can you share the mesh you're using to generate the blueprint?
Also, can you try resetting Unity's window layout (Window->Layouts->Reset All Layouts)? 2020.X has a fair share of layout-related editor issues, some of them have affected us in the past. Just to make sure this isn't layout relayed.
The stack trace points to a NullRefException in this line:
Code:
currentProperty.OnSceneRepaint();
The only thing that can be null here is currentProperty. This grabs the first property in the properties list, initialized in the editor's OnEnable():
Code:
properties.Add(new ObiBlueprintMass(this));
properties.Add(new ObiBlueprintRadius(this));
properties.Add(new ObiBlueprintLayer(this));
So as long as Unity is calling OnEnable() -as it should- there's literally no way currentProperty can be null.
- You mentioned this happens 5 seconds or so after opening the blueprint editor, is this correct?
- Can you share the mesh you're using to generate the blueprint?
Also, can you try resetting Unity's window layout (Window->Layouts->Reset All Layouts)? 2020.X has a fair share of layout-related editor issues, some of them have affected us in the past. Just to make sure this isn't layout relayed.