Evaluation Version Crashes

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Evaluation Version Crashes

Post by Tony Li »

Hi,

If you're doing any kind of code stripping, try a build with stripping disabled. If that doesn't help, then Terry, the developer of uSequencer, should be able to help you resolve this issue quickly on the uSequencer forum.
Frank
Posts: 10
Joined: Wed Jan 20, 2016 7:16 am

Re: Evaluation Version Crashes

Post by Frank »

The sample scene for uSequencer throws the error

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NullReferenceException: Object reference not set to instance of an object to
WellFired.USTimelineContainer.Start ()


Do you know why?
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Evaluation Version Crashes

Post by Tony Li »

If you play in the Unity editor, it should log the same message to the Console. If you click on that error, the Hierarchy view might highlight the object that it occurred on.

If the error also occurs in the Unity editor, please select it in the Console view and press Ctrl+C (or Command+C on Mac). This will paste the details into the clipboard. Then paste it into a reply here.
Frank
Posts: 10
Joined: Wed Jan 20, 2016 7:16 am

Re: Evaluation Version Crashes

Post by Frank »

The Hierachy highlight the

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Camera(Clone)
and

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Sequence(Clone)
. This is the Error on the console

Code: Select all

Coroutine 'UpdateSequencerCoroutine' couldn't be started because the the game object 'Sequence(Clone)' is inactive!
UnityEngine.MonoBehaviour:StartCoroutine(String)
WellFired.USSequencer:Play()
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommanduSeq:Start() (at Assets/Dialogue System/Third Party Support/uSequencer/SequencerCommanduSeq.cs:71)
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Evaluation Version Crashes

Post by Tony Li »

Are you using the Dialogue System's uSeq() sequencer command to play a cutscene prefab from a Resources folder?

If so, is the prefab active?

What version of Unity are you using?
Frank
Posts: 10
Joined: Wed Jan 20, 2016 7:16 am

Re: Evaluation Version Crashes

Post by Frank »

Yes, i use uSeq() and a Prefab. I have some good news. I found the mistake. It was a mistake in the Prefab. There I had the camera set false, so there was a conflict. Thanks for your help.
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Evaluation Version Crashes

Post by Tony Li »

I'm glad you found the issue. :-)
Frank
Posts: 10
Joined: Wed Jan 20, 2016 7:16 am

Re: Evaluation Version Crashes

Post by Frank »

I'm done far, but the GUI of the dialogs does not scale in my compiled version. Is there a checkbox which I have set?
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Evaluation Version Crashes

Post by Tony Li »

Hi Frank,

Are you using Unity UI? Are you using a prefab UI or one you built yourself?

Most of the prefab UIs are designed to anchor to specific edges of the screen rather than scale in size. If you're using Unity UI, you can usually get it to scale the way you want by simply adding a Canvas Scaler to your Canvas. If you want more control over UI scaling, I recommend skimming over the Unity UI Tutorials. If you're having a specific issue that you can't resolve, I'll be happy to help out. Just send an example project to tony (at) pixelcrushers.com with an explanation of the problem.

Another tip is to resize the Game view in the Unity editor. This way you can quickly test different screen sizes without having to make a build.
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