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Bug / Crash  Null error in particle attachment in standalone build
#4
False alarm, I was using a different repo branch and the error was not even the same.

I'm unable to reproduce it on latest version in the store (5.6). Creating an attachment at runtime works fine both in editor (with or without OnValidate) and standalone.

I'm using this code in Update():

Code:
if (Input.GetKeyDown(KeyCode.G))
        {
            var attach = this.gameObject.AddComponent<ObiParticleAttachment>();
            attach.target = transform;
            attach.particleGroup = GetComponent<ObiRope>().blueprint.groups[0];
        }

Your error (line 337, in the Disable() method) points to this line:

Code:
if (actor.isLoaded && isBound)

The only thing that can be null here is "actor", which should never be null as the attachment requires an ObiActor component to be present in the game object.

Can you post the code you're using to add the attachment?
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Messages In This Thread
RE: Null error in particle attachment in standalone build - by josemendez - 30-09-2020, 09:01 AM