Topic: errors at runtime freezes game
MissingReferenceException: The object of type 'ProjectileMoveScript' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
MoveSetScript.TestMoveExecution (UFE3D.MoveInfo move, UFE3D.MoveInfo currentMove, ButtonPress[] buttonPress, System.Boolean inputUp, System.Boolean fromSequence, System.Boolean forceExecution) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:1074)
MoveSetScript.TestMoveExecution (UFE3D.MoveInfo move, UFE3D.MoveInfo currentMove, ButtonPress[] buttonPress, System.Boolean inputUp, System.Boolean fromSequence) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:1053)
MoveSetScript.GetMove (ButtonPress[] buttonPress, FPLibrary.Fix64 charge, UFE3D.MoveInfo currentMove, System.Boolean inputUp, System.Boolean forceExecution) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:866)
MoveSetScript.GetMove (ButtonPress[] buttonPress, FPLibrary.Fix64 charge, UFE3D.MoveInfo currentMove, System.Boolean inputUp) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:855)
UFE3D.ControlsScript.translateInputs (System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Physics/ControlsScript.cs:1357)
UFE3D.ControlsScript.DoFixedUpdate (System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Physics/ControlsScript.cs:431)
FluxCapacitor.UpdatePlayer (UFE3D.ControlsScript controlsScript, System.Int64 currentFrame, System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1433)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:543)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2429)
it happens completely random i dont get it
im essentially using a fresh build. no code changes . and it happens even when no projectile is on screen
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