Search Unity

Bug Object reference not set to an instance of an object

Discussion in 'Scripting' started by zegarekmarek30, Mar 27, 2023.

  1. zegarekmarek30

    zegarekmarek30

    Joined:
    Mar 27, 2023
    Posts:
    2
    Hi, I have problem like in title.
    1)
    NullReferenceException: Object reference not set to an instance of an object
    NPC_SLOT.Start () (at Assets/NPC_SLOT.cs:29)
    2)
    NullReferenceException: Object reference not set to an instance of an object
    Slot.Update () (at Assets/Slot.cs:46)


    This is part of my scripts. Please help me. what i should do.

    upload_2023-3-27_13-20-9.png
    and 2 (slot script)
    upload_2023-3-27_13-21-6.png
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    The answer is ALWAYS the same, ALWAYS!

    How to fix a NullReferenceException error

    https://forum.unity.com/threads/how-to-fix-a-nullreferenceexception-error.1230297/

    Three steps to success:
    - Identify what is null <-- any other action taken before this step is WASTED TIME
    - Identify why it is null
    - Fix that

    --------------------------------------------

    These things (inventory, shop systems, character customization, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

    They contain elements of:

    - a database of items that you may possibly possess / equip
    - a database of the items that you actually possess / equip currently
    - perhaps another database of your "storage" area at home base?
    - persistence of this information to storage between game runs
    - presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
    - interaction with items in the inventory or on the character or in the home base storage area
    - interaction with the world to get items in and out
    - dependence on asset definition (images, etc.) for presentation

    Just the design choices of an inventory system can have a lot of complicating confounding issues, such as:

    - can you have multiple items? Is there a limit?
    - if there is an item limit, what is it? Total count? Weight? Size? Something else?
    - are those items shown individually or do they stack?
    - are coins / gems stacked but other stuff isn't stacked?
    - do items have detailed data shown (durability, rarity, damage, etc.)?
    - can users combine items to make new items? How? Limits? Results? Messages of success/failure?
    - can users substantially modify items with other things like spells, gems, sockets, etc.?
    - does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
    - etc.

    Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.

    Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.

    Breaking down a large problem such as inventory:

    https://forum.unity.com/threads/weapon-inventory-and-how-to-script-weapons.1046236/#post-6769558

    If you want to see most of the steps involved, make a "micro inventory" in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).

    Everything you learn doing that "micro inventory" of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.

    Breaking down large problems in general:

    https://forum.unity.com/threads/opt...n-an-asteroid-belt-game.1395319/#post-8781697
     
  3. zegarekmarek30

    zegarekmarek30

    Joined:
    Mar 27, 2023
    Posts:
    2