Nullreference using the Avatar VR prefab.
I get a lot of nullreference errors when I add scripts to the avatar prefab. They reference to each other, for instance a script on the avatar head, referencing the mouth, and another scripts the movevement of the controllers. Am I missing something?
3 Replies
Hi @Mikameel. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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It sounds like you're encountering NullReferenceExceptions when working with the Avatar VR prefab in Normcore. This is a common issue that can occur when scripts are trying to access components or GameObjects that haven't been properly initialized or referenced. Let's go through some potential causes and solutions:
1. Timing of component initialization:
When dealing with RealtimeViews and RealtimeComponents in Normcore, it's important to understand when these components are initialized. For prefabs, all views and components are initialized with their models by the time
Start()
is called on any script on the prefab. However, Awake()
is called before Normcore can initialize the components.
Realtime Common Questions suggests:
"If you're dealing with a prefab, all views and components are initialized with their models. They will be ready to work with by the time Start()
is called on any script on the prefab. Awake()
must be called by Unity before Normcore can initialize any components on the game object."
2. Proper instantiation:
Make sure you're using Realtime.Instantiate()
instead of Unity's Instantiate()
when creating your avatar. This ensures that all RealtimeComponents are properly connected.
Room Ownership and Lifetime Flags provides an example:
3. Custom Avatar Setup:
If you're creating a custom avatar, make sure you've followed all the steps outlined in the XR Avatars and Voice Chat guide. This includes:
- Creating an empty GameObject with a RealtimeAvatar component
- Using the "Create Avatar Prefab" button on RealtimeAvatar to set up the basic structure
- Ensuring your prefab is in a Resources folder
- Connecting the prefab to the RealtimeAvatarManager component under "Local Avatar Prefab"
4. Script References:
When your scripts reference each other or specific parts of the avatar (like the mouth or controllers), make sure these references are properly set up in the Inspector. If you're setting them programmatically, ensure this is done after the components are initialized (i.e., in Start()
rather than Awake()
).
5. Waiting for Connection:
If your scripts are trying to access Normcore-specific functionality, make sure Realtime is connected to a room first. You can check this with realtime.connected == true
or wait for the didConnectToRoom
event.
If you're still encountering issues after checking these points, you might want to share more specific details about your scripts and how they're set up. The Normcore community on Discord might also be able to provide more tailored assistance.
Remember, when working with Normcore and custom avatars, it's crucial to understand the lifecycle of RealtimeViews and RealtimeComponents to avoid these kinds of NullReferenceExceptions.
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Lol I spend 4 hours debugging, turns out the prefab was not in resources folder anymore.
Ensuring your prefab is in a Resources folder