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basic error and formatting help

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So i made this code, but when i run the game i get these errors UnassignedReferenceException: The variable LastSaw of 'LookAtUpdated' has not been assigned. You probably need to assign the LastSaw variable of the LookAtUpdated script in the inspector. LookAtUpdated.AIStart () (at Assets/game/scripts/ai/enamie/basic/LookAtUpdated.js:68) InternalGetGameObject can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. ArgumentException: InternalGetGameObject can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. UnityEngine.Component.get_gameObject () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineComponent.cs:171) LookAtUpdated..ctor () (at Assets/game/scripts/ai/enamie/basic/LookAtUpdated.js:12) Now i have read that i need to move something to the main thread, but being new i have no clue which is the main thread. I don't just want the code fixed, or if you do fix it, please tell me what i did wrong, and how to look for it. also any formatting errors i made, or what might be better #pragma strict var Damping = 6.0; private var Aware : boolean = false; var hit : RaycastHit; var rotation:Quaternion; var SetEndTime = 0; var EndTime = 0; private var Timer = 0; private var WasAware = false; var SavedTime; private var secondsSaved = 0; var LastSaw = gameObject; function Start() { InvokeRepeating("AIStart", Random.Range(0, 1.0), 0.01); } function AIStart () { var seconds : int = Time.time; if (Physics.Raycast (transform.position, transform.forward, hit, 100) && hit.transform.gameObject.tag == "Player") { var DistanceFromPlayer = hit.distance; rotation = Quaternion.LookRotation(hit.transform.position - transform.position); if (DistanceFromPlayer <= 20) { transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); Aware = true; LastSaw = hit.transform.gameObject; Timer = seconds; } else if (DistanceFromPlayer <= 30 && WasAware) { transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); Aware = true; Timer = seconds; } } else if (Aware && secondsSaved <= EndTime ) { secondsSaved = seconds; EndTime = Timer + SetEndTime; var rotationFallow = Quaternion.LookRotation(LastSaw.transform.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotationFallow, Time.deltaTime * Damping); } else { Aware = false; WasAware = true; secondsSaved = 0; seconds = 0; EndTime = 10; } }

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