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Thanks. i will try that. i knew something had to be wrong on the understanding part.
Do i need to add the script to this as well or something?[ATTACH]
yes[ATTACH]
still getting the same null. even with the change. OceanManager oceanManager; Rigidbody m_Rigidbody; int floatersUnderwater; bool...
I have it set up as OceanManager oceanManager = gameObject.GetComponent<OceanManager>();
yeah i just went back and used the video you posted and it pointed to oceanManager being null at the original line 41.
line 32 is no longer an issue. I reimported the shader graph and change some values and it took care of that. 41 is saying the same thing though....
What's null is not making sense because it is being referenced and called and also within the game. So idk what it is about you thinking everyone...
Would it have anything to do with my shader graph?
its in vector 3 position z
Make OceanManager public?
Im actually going along with a tutorial and the guy doesn't have the same error as me. [MEDIA] you can skip to 12:10 to see where things get...
How is it not filled? its in the Ocean slot under Ocean Manager Script. The transform is what you are refferring to right?
[ATTACH] So im trying to figure out why this is happening. I've made sure to set my functions and variables correctly and the slots are filled...
A Point of Reference [ATTACH] So this is my script for ending a turn public static TurnOrderScript Instance { get; private set; } public...
this is what i have it set to [ATTACH]
Im very new to unity and C#. Im having issues getting my prefab to spawn at the Spawnpoint Object. It's a flamethrower spell and the only way i...