spryx
New member
I've tried and failed multiple times to get UIS setup. I don't have a player object that exists prior to runtime but instead instantiate one when the scene is ready. Without going into specific details, I have no way to avoid this. The player must be created AFTER the scene is loaded.
On run, I get thousands of the same exception obviously related to player input:
NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Input.UnityInput.GetButtonInternal (System.String buttonName) (at Assets/Opsive/Shared/Input/UnityInput.cs:195)
Opsive.Shared.Input.PlayerInput.GetButton (System.String buttonName) (at Assets/Opsive/Shared/Input/PlayerInput.cs:142)
Opsive.UltimateInventorySystem.Input.SimpleInput.CheckInput (Opsive.Shared.Input.PlayerInput playerInput) (at Assets/Opsive/UltimateInventorySystem/Scripts/Input/SimpleInput.cs:81)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManagerHandler.Update () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManagerHandler.cs:120)
Player prefab:
On run, I get thousands of the same exception obviously related to player input:
NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Input.UnityInput.GetButtonInternal (System.String buttonName) (at Assets/Opsive/Shared/Input/UnityInput.cs:195)
Opsive.Shared.Input.PlayerInput.GetButton (System.String buttonName) (at Assets/Opsive/Shared/Input/PlayerInput.cs:142)
Opsive.UltimateInventorySystem.Input.SimpleInput.CheckInput (Opsive.Shared.Input.PlayerInput playerInput) (at Assets/Opsive/UltimateInventorySystem/Scripts/Input/SimpleInput.cs:81)
Opsive.UltimateInventorySystem.UI.Panels.DisplayPanelManagerHandler.Update () (at Assets/Opsive/UltimateInventorySystem/Scripts/UI/Panels/DisplayPanelManagerHandler.cs:120)
Player prefab: