Monitors Problem

atmuc

Member
Monitors game object is not active in my scene. When I activate ui monitors after the new scene loaded I get an error. If it is already activated in the scene, it works fine. I use UCC and UIS. The character has a rifle in inventory loadout. How can I enable monitors after the scene loaded?


//When I activate in editor
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Utility.UnityEngineUtility.SizeSprite (UnityEngine.Sprite sprite, UnityEngine.RectTransform spriteRectTransform) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/Utility/UnityEngineUtility.cs:296)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.OnEquipItem (Opsive.UltimateCharacterController.Items.Item item, System.Int32 slotID) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:257)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.OnAttachCharacter (UnityEngine.GameObject character) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:160)
Opsive.UltimateCharacterController.UI.CharacterMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CharacterMonitor.cs:43)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:87)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

//When I active it in a script Awake function. I also get the first error
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Camera.CameraController.SetCrosshairs (UnityEngine.Transform crosshairs) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:750)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.OnAttachCharacter (UnityEngine.GameObject character) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:136)
Opsive.UltimateCharacterController.UI.CharacterMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CharacterMonitor.cs:43)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:87)
UnityEngine.GameObject:SetActive(Boolean)
SoftanyaM.GUI.PanelControllerSTM:Show(Boolean) (at Assets/SoftanyaM/GUI/PanelControllerST.cs:62)
SoftanyaZS.Scripts.Game.PanelControllerSTZSMonitors:Show(Boolean) (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSMonitors.cs:51)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:SetPanels() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:115)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:Awake() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:49)

//When I active it in a script Start function. I also get the first error
UnassignedReferenceException: The variable m_CenterRectTransform of CrosshairsMonitor has not been assigned.
You probably need to assign the m_CenterRectTransform variable of the CrosshairsMonitor script in the inspector.
UnityEngine.RectTransform.get_sizeDelta () (at <a555715ef291462eb190c2c939543f55>:0)
Opsive.UltimateCharacterController.Utility.UnityEngineUtility.SizeSprite (UnityEngine.Sprite sprite, UnityEngine.RectTransform spriteRectTransform) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/Utility/UnityEngineUtility.cs:296)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.OnEquipItem (Opsive.UltimateCharacterController.Items.Item item, System.Int32 slotID) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:257)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.OnAttachCharacter (UnityEngine.GameObject character) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:160)
Opsive.UltimateCharacterController.UI.CharacterMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CharacterMonitor.cs:43)
Opsive.UltimateCharacterController.UI.CrosshairsMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CrosshairsMonitor.cs:87)
UnityEngine.GameObject:SetActive(Boolean)
SoftanyaM.GUI.PanelControllerSTM:Show(Boolean) (at Assets/SoftanyaM/GUI/PanelControllerST.cs:62)
SoftanyaZS.Scripts.Game.PanelControllerSTZSMonitors:Show(Boolean) (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSMonitors.cs:51)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:SetPanels() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:115)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:Start() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:54)

ltimateCharacterController/Scripts/Utility/UnityEngineUtility.cs:296)
Opsive.UltimateCharacterController.UI.SlotItemMonitor.OnEquipItem (Opsive.UltimateCharacterController.Items.Item item, System.Int32 slotID) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/SlotItemMonitor.cs:123)
Opsive.UltimateCharacterController.UI.SlotItemMonitor.OnAttachCharacter (UnityEngine.GameObject character) (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/SlotItemMonitor.cs:84)
Opsive.UltimateCharacterController.UI.CharacterMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/CharacterMonitor.cs:43)
Opsive.UltimateCharacterController.UI.SlotItemMonitor.Awake () (at Assets/Standard Assets/Tools/Opsive/Opsive/UltimateCharacterController/Scripts/UI/SlotItemMonitor.cs:47)
UnityEngine.GameObject:SetActive(Boolean)
SoftanyaM.GUI.PanelControllerSTM:Show(Boolean) (at Assets/SoftanyaM/GUI/PanelControllerST.cs:62)
SoftanyaZS.Scripts.Game.PanelControllerSTZSMonitors:Show(Boolean) (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSMonitors.cs:51)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:SetPanels() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:115)
SoftanyaZS.Scripts.Game.PanelControllerSTZSCanvasLevel:Start() (at Assets/SoftanyaZS/Scripts/Game/PanelControllerSTZSCanvasLevel.cs:54)
 
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