playMaker

Author Topic: [solved] MissingReferenceException: The object of type 'GameObject' has been des  (Read 2273 times)

heavygunner

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Hi !

Making a tower defense game. i am using pooler to spawn enemy Zombies. There is already 50 clones pooled. First wave is 5 zombies. There is no issue when zombies spawn.

Using Pooler destroy self when Zombie's HP became 0 or less.

There is no problem until Wave 1. I keep getting below error every time I try spawn zombies for second wave. Instead of spawn zombie, console giving this error.

Code: [Select]
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
HutongGames.PlayMaker.Actions.PoolerPool.GetPooledObject (System.String PoolName) (at Assets/PlayMaker Custom Actions/Pooler/PoolerPool.cs:85)
HutongGames.PlayMaker.Actions.PoolerSpawn.OnEnter () (at Assets/PlayMaker Custom Actions/Pooler/PoolerSpawn.cs:43)
HutongGames.PlayMaker.FsmState.ActivateActions (System.Int32 startIndex) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState.OnEnter () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2771)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2718)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2643)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2787)
HutongGames.PlayMaker.Fsm.Update () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1995)
PlayMakerFSM.Update () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:594)
« Last Edit: July 30, 2020, 04:37:47 PM by heavygunner »

heavygunner

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Edit : I pooled 10 clones and checked. When Zombies die, Unity is deleting that clone from scene instead of De-activate.  :-\

djaydino

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Hi.
I tested a bit, it seems to work fine on my end.

Double check if you don't have a destroy (self) action on the zombie.

heavygunner

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Hi.
I tested a bit, it seems to work fine on my end.

Double check if you don't have a destroy (self) action on the zombie.
Thanks.

For testing purpose , I added Find Parent and Destroy it on mesh of zombie. Now, I fixed that.