NullReferenceException: Object reference not set to an instance of an object. ControlsScript.DoFixedUpdate (System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at <00000000000000000000000000000000>:0) FluxCapacitor.UpdatePlayer (ControlsScript controlsScript, System.Int64 currentFrame, System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at <00000000000000000000000000000000>:0) FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at <00000000000000000000000000000000>:0) FluxCapacitor.DoFixedUpdate () (at <00000000000000000000000000000000>:0) UFE.FixedUpdate () (at <00000000000000000000000000000000>:0)

NullReferenceException: Object reference not set to an instance of an object. UFE3D.CameraScript.Start () (at <00000000000000000000000000000000>:0)

NullReferenceException: Object reference not set to an instance of an object. MoveSetScript.IsAnimationPlaying (System.String animationName) (at <00000000000000000000000000000000>:0) MoveSetScript.PlayBasicMove (UFE3D.BasicMoveInfo basicMove, System.String clipName, FPLibrary.Fix64 blendingTime, System.Boolean replay, System.Boolean hideHitBoxes) (at <00000000000000000000000000000000>:0) ControlsScript.ResetData (System.Boolean resetLife) (at <00000000000000000000000000000000>:0) UFE.SpawnCharacter (UFE3D.CharacterInfo characterInfo, System.Int32 player, System.Int32 mirror, FPLibrary.FPVector location, System.Boolean isAssist, UFE3D.MoveInfo enterMove, UFE3D.MoveInfo exitMove, System.Int32 altCostume) (at <00000000000000000000000000000000>:0) UFE._StartGame (System.Single fadeTime) (at <00000000000000000000000000000000>:0) System.Action.Invoke () (at <00000000000000000000000000000000>:0) FluxCapacitor.ExecuteLocalDelayedActions () (at <00000000000000000000000000000000>:0) FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at <00000000000000000000000000000000>:0) FluxCapacitor.DoFixedUpdate () (at <00000000000000000000000000000000>:0) UFE.FixedUpdate () (at <00000000000000000000000000000000>:0)

NullReferenceException: Object reference not set to an instance of an object. MoveSetScript.ChangeMoveStances (CombatStances newStance) (at <00000000000000000000000000000000>:0) UnityEngine.GameObject.AddComponent[T] () (at <00000000000000000000000000000000>:0) UFE.SpawnCharacter (UFE3D.CharacterInfo characterInfo, System.Int32 player, System.Int32 mirror, FPLibrary.FPVector location, System.Boolean isAssist, UFE3D.MoveInfo enterMove, UFE3D.MoveInfo exitMove, System.Int32 altCostume) (at <00000000000000000000000000000000>:0) UFE._StartGame (System.Single fadeTime) (at <00000000000000000000000000000000>:0) System.Action.Invoke () (at <00000000000000000000000000000000>:0) FluxCapacitor.ExecuteLocalDelayedActions () (at <00000000000000000000000000000000>:0) FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at <00000000000000000000000000000000>:0) FluxCapacitor.DoFixedUpdate () (at <00000000000000000000000000000000>:0) UFE.FixedUpdate () (at <00000000000000000000000000000000>:0) UnityEngine.GameObject:AddComponent() UFE:SpawnCharacter(CharacterInfo, Int32, Int32, FPVector, Boolean, MoveInfo, MoveInfo, Int32) UFE:_StartGame(Single) System.Action:Invoke() FluxCapacitor:ExecuteLocalDelayedActions() FluxCapacitor:ApplyInputs(Int64) FluxCapacitor:DoFixedUpdate() UFE:FixedUpdate()

I'm not getting any errors in editor but getting a lot of Null reference exceptions at game analytics console..

Hi, my game is facing a lot crashes and 3d cinematic issues. I'm using Unity 2019.4.15f1 while the requirement of latest UFE update is 2020.2.
So, does 2019.4 unity causes issues wilth Ufe 2.4.1?If yes,what type of issues?
Is there any benefit if I upgrade to 2020.2+ Unity?

29

(9 replies, posted in General)

I'm optimizing apk's size but stances are taking size in mbs
Any idea how can it be reduced?
https://drive.google.com/file/d/1MkGaKH … sp=sharing

Worked like a charm.Thanks

MrPonton wrote:

Set the move to be a low hit type I believe.

This fixed the issue but when you hit a standing move and opponent is in crouch state .Opponent still goes into block animation even though move is not hitting.

When player1 hits a crouch kick, player2 blocks it even though he's standing.
How can I prevent this?

33

(2 replies, posted in 3D Gameplay)

Fixing this issue creates another.
I'm working on a bonus stage where you have to destroy a car that stands still. If, I follow your instructions car will not be pushed but self applied forces on player mess things up and player gets stuck inside car mesh. I'm even checking for hit box collisions before adding force inside "AddForce" function.but if the self applied force is too much it doesn't work e.g wall launcher

 Fix64 pushForce = CollisionManager.TestCollision(controlScript.myHitBoxesScript.hitBoxes, controlScript.opControlsScript.HitBoxes.hitBoxes, false, false);

        if (pushForce <= 0 || UFE.gameMode != GameMode.BonusStage)
         //Apply force

How can I check collision by factoring in activeforces?

34

(2 replies, posted in 3D Gameplay)

As you can see in video player1 can push player2 and also on boundary. How can I prevent this?
https://drive.google.com/file/d/1hEQUux … sp=sharing

When I finish the round1 with player1 on right side next round also starts from that position. What could be the reason for this behavior?

@skyflare Can you share source code.I really need quick fix

Hi, I have updated UFE. Seems like you have added some .dll files which is restricting me using classes that are present in packages folder of Unity. Can you please help me out fixing this issue?

Any idea when that update will release?

When player 1 switches side by jumping over the opponent, there is a camera glitch. This happens only if player 1 jumps
Player 2 jump works fine
Video : https://drive.google.com/file/d/1Wq5Ey2 … sp=sharing

Default Package with no change
Video Link: https://drive.google.com/file/d/1Q2mUUe … sp=sharing

41

(54 replies, posted in General)

Any update?.It's Saturday here

42

(54 replies, posted in General)

Any update regarding release date?