Unity:在 GameObject 上实例化预制件 - 错误对象为空

Unity: Instantiating prefab on GameObject - Error Object is null

在我的 Unity 游戏中,我有一个使用 Edy 的车辆物理资产的车辆预制件。我正在尝试根据 GameObject 的位置和旋转实例化选定的车辆预制件。

当 运行 我的代码在场景中生成载具时出现此错误

ArgumentException: The Object you want to instantiate is null

ArgumentException: The Object you want to instantiate is 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) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:151) UnityEngine.Object.Instantiate[VehicleController] (EVP.VehicleController original, Vector3 position, Quaternion rotation) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:206) VehicleSpawner.spawnVehiclesInFirstGarage () (at Assets/Scripts/VehicleSpawner.cs:44) HandleGarage.Start () (at Assets/Scripts/HandleGarage.cs:59)

Vehicle Prefab 为空,因为车辆将由用户在游戏中选择。 (即使我 select 一个车辆预制件我仍然得到同样的错误)

我在游戏对象上实例化车辆预制件的代码

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;
    }
}

可能的解决方案

  1. vehiclePrefab = vehicle as EVP.VehicleController; 可能会导致问题,因为记录 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;
    

    本文来自Unity's documentation for loading prefabs via scripting.

  2. 从错误信息来看,似乎是在void Start()中调用了spawnVehiclesInFirstGarage()。如果是这样,请尝试将其放入 void Update(),添加一个 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。
  • 在您现有的代码上,尝试 Debug.Log(vehiclePrefab)