Try importing the updated UMA and Rewired into a new project with TPC, and you'll see what I mean. Yes, the first error I listed is in fact the first error output to the console when I press play. However, it is the 1st and 2nd errors that are repeated, while the 3rd error prints only once.
Here is what I have done so far and where I am stuck.
1) Comment out line 168 of CharacterBuilder.cs which is called from UMACharacterBuilder.cs, adding the UnityInput component.
2) Change GetCachedComponent to GetComponent on line 49 of UltimateCharacterLocomotionHandler.cs, so it reads:
Code:
m_CharacterLocomotion = m_GameObject.GetComponent<UltimateCharacterLocomotion>();
in the Awake() method.
3) Do the same for line 115 of CharacterFootEffects.cs.
This works because UltimateCharacterLocomotion.cs is in fact attached to the gameObject.
Okay, now we just get one error, but it occurs every frame of FixedUpdate().
Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.ThirdPersonController.Character.MovementTypes.Adventure.GetDeltaYawRotation (System.Single characterHorizontalMovement, System.Single characterForwardMovement, System.Single cameraHorizontalMovement, System.Single cameraVerticalMovement) (at Assets/Opsive/UltimateCharacterController/Scripts/ThirdPersonController/Character/MovementTypes/Adventure.cs:73)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler.GetDeltaYawRotation () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:196)
Opsive.UltimateCharacterController.Game.KinematicObjectManager+KinematicCharacter.FixedMove (System.Boolean manualMove) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:200)
Opsive.UltimateCharacterController.Game.KinematicObjectManager.FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:751)
Line 73 is referring to
Code:
Quaternion lookRotation = Quaternion.LookRotation(m_CharacterLocomotion.LookSource.Transform.rotation *
in case I changed anything. Please give me a solution next time. We are going on day 3 here...
It looks to me that none of the base classes of Adventure.cs are attached to the gameObject, so m_CharacterLocomotion in not referencing a gameObject.