思路:将脚本对象序列化,判断属性引用ObjectReferenValue是否为空,且ObjectReferenceInstanceIDValue是否不为零,以此来判断是否丢失引用。具体代码如下: private static void CheckMissingReferenceScript(GameObject go) { if (null == go) return; MonoBehaviour[] scripts = go.GetComponentsInChildren<MonoBehaviour>(true)...
需要把常见的丢失填到数组里面,如果没有检索到可以检查一下数组。 借鉴了csdn上的代码,如有侵权请联系删除。 usingSystem.Collections.Generic;usingSystem.Linq;usingSystem.Reflection;usingUnityEditor;usingUnityEngine;publicclassFindMissingWindow:EditorWindow{[MenuItem("Tools/检查/检查MissingReference资源")]publicst...
1. 空引用 NullReferenceException UnassignedReferenceException MissingReferenceException 1.1 访问空对象的属性或方法 NullReferenceException: Object reference not set to an instance of an object eg: Debug.Log("test begin"); UIPageBase page = null; page.Dispose(); Debug.Log("test over"); 报错后函数...
关于unity ad..我第一次运行游戏点击播放广告 出来广告界面,点播放按钮,再运行一次就出现图3的报错,我问gpt说是:【这个错误提示表明在 Placeholder 类的 Show 方法中,尝试访问的 GameObjec
Debug.LogErrorFormat($"Missing shader. {GetType().} render pass will not execute. Check for missing reference in the renderer resources."); return null; } else if (!shader.isSupported) { return null; } return CoreUtils.CreateEngineMaterial(shader); ...
问Unity | MissingReferenceException:'Transform‘类型的对象已被销毁,但您仍在尝试访问它ENvoid...
总是报错 ,全部的报错信息是“” MissingReferenceException: The object of type 'Transform' 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.UnityEngine.Transform.get_position () (at C:ildslave/unity...
Legacy Documentation: Version 4.6(go to latest) C# JS Boo Script language Select your preferred scripting language. All code snippets will be displayed in this language. History Namespace: UnityEngine Description
MissingReferenceException: The object of type 'UILabel' 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.NGUI道具窗口,一个panel上有个UILabel用来点击显示道具介绍。结果多点几下就会跳这个红,别的场景带着...
publicstaticvoidFindMissingReferencesInCurrentScene() { var objs = SceneRoots(); intcount = objs.Count(); objs.ForEachI((prefab, i) => { EditorUtility.DisplayProgressBar("check missing prefabs", prefab.ToString(), (float)i / count); ...