I’m super new to coding and to this forum so forgive me if I break any taboo’s here. I’m simply working on a 3rd person camera, just kind of messing around but I keep getting
UnassignedReferenceException: The variable CameraFollowObj of CameraFollow has not been assigned.
You probably need to assign the CameraFollowObj variable of the CameraFollow script in the inspector.
CameraFollow.CameraUpdater () (at Assets/Scripts/CameraFollow.cs:68)
CameraFollow.LateUpdate () (at Assets/Scripts/CameraFollow.cs:62)»
I’ve created an object for my camera to follow and placed it on the model. Then moved the object to what I believe to be the correct field but the issue still persists.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public float CameraMoveSpeed = 120.0f;
public GameObject CameraFollowObj;
Vector3 FollowPOS;
public float clampAngle = 80.0f;
public float InputSensitivity = 150.0f;
public GameObject CameraObj;
public GameObject PlayerObj;
public float camDistanecXToPlayer;
public float camDistanecYToPlayer;
public float camDistanecZToPlayer;
public float mouseX;
public float mouseY;
public float finalInputX;
public float finalInputZ;
public float smoothX;
public float smoothY;
private float rotY = 0.0f;
private float rotX = 0.0f;
// Start is called before the first frame update
void Start()
{
Vector3 rot = transform.localRotation.eulerAngles;
rotY = rot.y;
rotX = rot.x;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
float InputX = Input.GetAxis("RightStickHorizontal");
float InputZ = Input.GetAxis("RightStickVertical");
mouseX = Input.GetAxis("Mouse X");
mouseY = Input.GetAxis("Mouse Y");
finalInputX = InputX + mouseX;
finalInputZ = InputZ + mouseY;
rotY += finalInputX * InputSensitivity * Time.deltaTime;
rotX += finalInputZ * InputSensitivity * Time.deltaTime;
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
transform.rotation = localRotation;
}
void LateUpdate()
{
CameraUpdater();
}
void CameraUpdater()
{
Transform target = CameraFollowObj.transform;
float step = CameraMoveSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards (transform.position, target.position, step);
}
}
derHugo
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asked Aug 29, 2019 at 5:00
1
Make sure you haven’t added the script to another gameobject somewhere else in the project that might cause this error.
You can search for the script in the scene search bar and all the gameObjects with the script attached will appear. Also in runtime if you right click on the script and in the contextual menu you select option kind of «find all the references in the scene» or something similar, you get all the instances of the script in your scene.
I think you should have drargged the script into another gameObject by mistake where the cameraToFollow gameObject is empty so you get the unnasigned error.
Hope this helps.
answered Aug 29, 2019 at 5:55
rustyBucketBayrustyBucketBay
4,2501 gold badge16 silver badges46 bronze badges
3
There are multiple things you can try to do:
- Make sure you dragged the correct object in the field (I doubt that your character object is called CameraFollow)
- Make sure that you dragged in an object from the Hierarchy and not the Assets window (ethats means that you need to drag in objects that are currently in the scene and can be seen on the hierarchy)
- If you try everything from above and it doesen’t work try assigning the object in the start function of the script. You can use GameObject.Find
Hope this helped to clarify a few things for you. Now if you really want to create a top level camera system you can also check this video out. Its an example of how to make a third person camera with the Cinemachine component (comes with Unity package manager for free)
I wish you luck with coding in Unity and welcome to the community
answered Aug 29, 2019 at 5:29
mihoci10mihoci10
4293 silver badges16 bronze badges
2
MaxiD -9 / 1 / 0 Регистрация: 02.05.2018 Сообщений: 79 |
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12.08.2018, 17:04. Показов 50170. Ответов 13 Метки error, unity 3d (Все метки)
Выдаёт ошибку в unity, вот текст ошибки: UnassignedReferenceException: The variable ObjectToSpawn of ObjectSpawner has not been assigned. Вот код:
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33 / 32 / 10 Регистрация: 07.08.2012 Сообщений: 148 |
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12.08.2018, 17:13 |
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Выделяйте код тегом C# У вас этот скрипт к какому — либо объекту прикреплен ? Если нет , создайте «пустой» и прикрепите.
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1 / 1 / 0 Регистрация: 30.08.2015 Сообщений: 10 |
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12.08.2018, 17:18 |
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Ты забыл в инспекторе назначить объект в ObjectToSpawn.
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Askfor 33 / 32 / 10 Регистрация: 07.08.2012 Сообщений: 148 |
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12.08.2018, 17:26 |
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Ты забыл в инспекторе назначить объект в ObjectToSpawn. кстати да.. но я уже исправиться не успел ) MaxiD
То что в кавычках нужно вписать свое, предварительно назначив Tag этому объекту, тогда по идее в инспекторе можно не добавлять вручную. И присваивание это должно быть до вызова вашего Spawn().
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MaxiD -9 / 1 / 0 Регистрация: 02.05.2018 Сообщений: 79 |
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12.08.2018, 17:31 [ТС] |
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Даже когда назначаю все равно ошибка. Добавлено через 52 секунды
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1 / 1 / 0 Регистрация: 30.08.2015 Сообщений: 10 |
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12.08.2018, 17:35 |
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Даже когда назначаю все равно ошибка. У себя проверил. Ошибка исчезла. Проверь еще раз, объект должен быть назначен, об этом как раз и написано в тексте ошибки «You probably need to assign the ObjectToSpawn variable of the ObjectSpawner script in the inspector».
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-9 / 1 / 0 Регистрация: 02.05.2018 Сообщений: 79 |
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12.08.2018, 17:38 [ТС] |
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Тема закрыта я проблему решил сам! Добавлено через 17 секунд
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1 / 1 / 0 Регистрация: 30.08.2015 Сообщений: 10 |
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12.08.2018, 17:44 |
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Тема закрыта я проблему решил сам! Как решил-то? Может у кого-то такая же проблема будет.
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33 / 32 / 10 Регистрация: 07.08.2012 Сообщений: 148 |
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12.08.2018, 17:44 |
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Ну так показывайте решение, иначе смысл писанины.
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0 / 0 / 0 Регистрация: 07.04.2016 Сообщений: 3 |
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13.11.2018, 12:13 |
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Тема закрыта я проблему решил сам! Добавлено через 17 секунд я бы руки таким поотрывал… ну решил ты проблему — скажи всем как!!!! чтож за быдлокодерская привычка
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15 / 8 / 7 Регистрация: 22.02.2018 Сообщений: 85 Записей в блоге: 1 |
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13.01.2019, 13:10 |
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заскринил решение Миниатюры
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2 / 2 / 0 Регистрация: 03.02.2022 Сообщений: 6 |
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03.02.2022, 13:19 |
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Эта проблема возникает, когда этот скрипт висит на более, чем одном объекте. И на одном из них не указан выделенный компонент.
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629 / 462 / 204 Регистрация: 05.04.2015 Сообщений: 1,846 |
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03.02.2022, 13:35 |
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Survir,
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0 / 0 / 0 Регистрация: 15.12.2019 Сообщений: 7 |
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16.03.2023, 17:27 |
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zhunshun, зато этот коммент помог как минимум одному человеку в 2023)
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So, I have built a script in unity in c# called parralax. It basically parallaxes two backgrounds and looks like this:-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parralax : MonoBehaviour {
public float startPos;
public GameObject cam;
public float parallaxEffect;
public float length;
public GameObject player;
public float playerStartPos;
public float maxDisplacement;
void Start () {
maxDisplacement = 0f;
playerStartPos = player.transform.position.x;
startPos = transform.position.x;
cam = GameObject.Find ("Main Camera");
length = GetComponent <SpriteRenderer> ().bounds.size.x;
}
void Update () {
float dist = cam.transform.position.x * parallaxEffect;
transform.position = new Vector2 (startPos + dist, transform.position.y);
}
}
If I put it in respective background and assign a value to it, it works fine and runs smoothly. But, if I play the game scene-wise i.e. 1st scene to 2nd scene to 3rd scene; it crashes and says:-
Unassigned reference exception:- You need to set variable cam in inspector
Even though, it runs on the same scene, it doesn’t run after I play it scene- wise. Please help!
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Unassigned Reference Exception
I’m trying to make a projectile explode in my project. My error is «UnassignedReferenceException: The variable explosion of projectile has not been assigned».
Here is my code:
public Rigidbody ProjectileRigidbody; public Transform ProjectileTransform; public GameObject explosion;
// Use this for initialization void Start() { explosion.SetActive(false); } // Update is called once per frame void OnTriggerEnter(Collider other) { if (other.tag == "Player") { Destroy(gameObject); explosion.SetActive(true); ProjectileRigidbody = other.GetComponent<Rigidbody>(); ProjectileRigidbody.AddForce(transform.up * 5000); } else { Destroy(gameObject, 5f); } }
}
Where do I fix this?