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Unity:在GameObject上实例化预制 - 错误对象为空

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在我的Unity游戏中,我有一个车辆预制件与Edy的车辆物理资产一起工作 . 我试图在GameObject的位置和旋转上实例化一个选定的车辆预制件 .

在我的场景中运行我的代码以生成车辆时,我收到此错误

ArgumentException:要实例化的Object为null ArgumentException:要实例化的Object为null . UnityEngine.Object.CheckNullArgument(System.Object arg,System.String message)(at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:239)UnityEngine.Object.Instantiate(UnityEngine.Object original,Vector3 position ,Quaternion rotation)(在C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:151)UnityEngine.Object.Instantiate [VehicleController](EVP.VehicleController原始,Vector3位置,四元数旋转)(在C:/ buildslave / unity / build / Runtime / Export / UnityEngineObject.cs:206)VehicleSpawner.spawnVehiclesInFirstGarage()(在Assets / Scripts / VehicleSpawner.cs:44)HandleGarage.Start()(在Assets / Scripts / HandleGarage.cs:59)

script

车辆预制件是空的,因为车辆将由用户在游戏中选择 . (即使我选择了车辆预制件,我仍然会得到同样的错误)

我的代码用于在游戏对象上实例化车辆预制件

public EVP.VehicleTelemetry telemetryComponent;
public EVP.VehicleController vehiclePrefab;
public GameObject spawnObject;

public void spawnVehiclesInFirstGarage ()
{
    // Load saved JSON
    string jsonData = SecurePlayerPrefs.GetString ("vehicleNames");

    // Convert to Class
    Database loadedData = JsonUtility.FromJson<Database> (jsonData);

    // Loop through Owned Vehicles Garage
    for (int i = 0; i < loadedData.vehicleNames.Count; i++) {

        // Set up instantiate
        var vehicle = Resources.Load("Prefabs/" + (loadedData.vehicleNames [i]));
        vehiclePrefab = vehicle as EVP.VehicleController;

        // Spawn vehicle on game object
        EVP.VehicleController newVehicle = Instantiate(vehiclePrefab, spawnObject.transform.position, spawnObject.transform.rotation) as EVP.VehicleController;
        telemetryComponent.target = newVehicle;
    }
}

1 回答

  • 1

    可能的解决方案

    • vehiclePrefab = vehicle as EVP.VehicleController; 可能导致问题,因为日志 var vehicle = Resources.Load("Prefabs/" + (loadedData.vehicleNames [i])); 已经给出 Sport Coupe (UnityEngine.GameObject) ,这是正确的类型 .

    而不是使用 as EVP.VehicleController ,尝试:

    // Set up instantiate
    var vehiclePrefab = Resources.Load("Prefabs/" + (loadedData.vehicleNames [i])) as GameObject;
    
    // Spawn vehicle on game object
    GameObject newVehicle = Instantiate(vehiclePrefab, spawnObject.transform.position, spawnObject.transform.rotation);
    EVP.VehicleController controller = newVehicle.GetComponent<EVP.VehicleController>();
    telemetryComponent.target = newVehicle;
    

    这是Unity's documentation for loading prefabs via scripting .

    • 从错误消息中,似乎 void Start() 正在调用 spawnVehiclesInFirstGarage() . 如果是这样,请尝试将其放入 void Update() ,添加 if( prefab != null && !isInstantiated) 检查 .

    其他故障排除(如果解决方案不起作用)

    • 尝试通过检查器分配预制件,看看是否遇到同样的问题 .

    • 在现有代码上,尝试 Debug.Log(vehiclePrefab) .

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