NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Collections.Generic.List`1[T] list, System.Int32 selection, GamingIsLove.ORKFramework.BattleMenuMode mode, System.Boolean restored) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.Show (System.Collections.Generic.List`1[T] list, System.Int32 selection, GamingIsLove.ORKFramework.BattleMenuMode mode) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.UI.AbilityBMItem.Accepted (GamingIsLove.ORKFramework.Combatant owner, System.Boolean useGroupTarget, System.Boolean useIndividualTarget) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.StartTargetSelection (GamingIsLove.ORKFramework.IShortcut shortcut, System.Boolean blockBattleCamera, System.Boolean useGroupTarget, System.Boolean useIndividualTarget) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ActionSelection.UseAbility (GamingIsLove.ORKFramework.Combatant user, GamingIsLove.ORKFramework.AbilityShortcut ability, System.Boolean checkTime, System.Boolean checkUseCosts, System.Boolean checkCanUse, GamingIsLove.ORKFramework.ControlMapTargeting targeting, System.Boolean blockBattleCamera, GamingIsLove.ORKFramework.BaseAction& action) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ActionSelection.GetAction (GamingIsLove.ORKFramework.BaseAction& action, GamingIsLove.ORKFramework.Combatant combatant, System.Boolean checkTime, System.Boolean checkUseCosts, System.Boolean checkCanUse, GamingIsLove.ORKFramework.ControlMapTargeting targeting, System.Boolean blockBattleCamera, System.Boolean cancelOn2nd) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ControlMapKey.PerformAction (GamingIsLove.ORKFramework.Combatant combatant) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ControlMap.Tick (GamingIsLove.ORKFramework.Combatant combatant) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.Combatant.ControlMapTick () (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ORKControlHandler.Tick (System.Boolean interacted) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.Makinom.ControlHandler.Tick () (at <ba54554e234445a5a65436c9e76d96c8>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <ba54554e234445a5a65436c9e76d96c8>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <ba54554e234445a5a65436c9e76d96c8>:0)
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However, if you add this to an existing project without e.g. having a Real Time Battle Area added to your scene (comes later in this tutorial series), running into an enemy will most likely cause a different battle system to be used (i.e. the Default Battle System that's et up in Battles > Battle System > General Settings).
Ultimately, the used battle system has set up if and which battle menu is used.
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- Battle System added (Real Time);
- Enemy Spawner added (one Human Enemy);
- Nav Mesh Surface added to the terrain and Nav Mesh Agent added to the enemy;
- Added a weapon that player collects and equip;
- Added a Control Map (Attack) to the RMB;
And then, when player picks up a weapon, equip and want to start a fight, something like that appears:
NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.TargetHighlight.SortAvailalbeTargets () (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.UI.AbilityBMItem.Accepted (GamingIsLove.ORKFramework.Combatant owner, System.Boolean useGroupTarget, System.Boolean useIndividualTarget) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.UI.ActiveBattleMenu.StartTargetSelection (GamingIsLove.ORKFramework.IShortcut shortcut, System.Boolean blockBattleCamera, System.Boolean useGroupTarget, System.Boolean useIndividualTarget) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ActionSelection.UseAbility (GamingIsLove.ORKFramework.Combatant user, GamingIsLove.ORKFramework.AbilityShortcut ability, System.Boolean checkTime, System.Boolean checkUseCosts, System.Boolean checkCanUse, GamingIsLove.ORKFramework.ControlMapTargeting targeting, System.Boolean blockBattleCamera, GamingIsLove.ORKFramework.BaseAction& action) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ActionSelection.GetAction (GamingIsLove.ORKFramework.BaseAction& action, GamingIsLove.ORKFramework.Combatant combatant, System.Boolean checkTime, System.Boolean checkUseCosts, System.Boolean checkCanUse, GamingIsLove.ORKFramework.ControlMapTargeting targeting, System.Boolean blockBattleCamera, System.Boolean cancelOn2nd) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ControlMapKey.PerformAction (GamingIsLove.ORKFramework.Combatant combatant) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ControlMap.Tick (GamingIsLove.ORKFramework.Combatant combatant) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.Combatant.ControlMapTick () (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.ORKFramework.ORKControlHandler.Tick (System.Boolean interacted) (at <41727751e3ef43309b37fc6a6f3ed237>:0)
GamingIsLove.Makinom.ControlHandler.Tick () (at <ba54554e234445a5a65436c9e76d96c8>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <ba54554e234445a5a65436c9e76d96c8>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <ba54554e234445a5a65436c9e76d96c8>:0)
So, the error code is definitely different from the beginning, but still nothing happens... Animations doesn't show up and player doesn't start fighting.
Based on the error, this happens when a control map is used to perform an action.
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Your setup most likely uses a single/group target selection, i.e. using the action (also via control maps) will trigger a target selection, which uses the battle menu. If the battle menu isn't set up properly, this can cause errors.
The control map keys have settings to automatically select targets, though, or not using target selections, etc.
Ultimately, this comes down to how your system should work - e.g. do you want just untargeted attacks where you swing around your weapon, or something like tab-targeting, etc.
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