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  1. What is wrong with this code? I'm using A* pathfinding from here Problem: NullReferenceException UnityEngine.CharacterController.SimpleMove (Vector3 speed) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/NewDynamics.cs:2768) AstarAI.FixedUpdate () (at Assets/AstarAI.cs:54) Effects: Ai not moving. Script: using UnityEngine; using System.Collections; using System.Collections.Generic; //Note this line, if it is left out, the script won't know that the class 'Path' exists and it will throw compiler errors //This line should always be present at the top of scripts which use %Pathfinding using Pathfinding; using Pathfinding.RVO; public class AstarAI : MonoBehaviour { public Transform targetPosition; private CharacterController controller; //The calculated path public Path path; //The AI's speed per second public float speed = 3; //The max distance from the AI to a waypoint for it to continue to the next waypoint public float nextWaypointDistance = 3; //The waypoint we are currently moving towards private int currentWaypoint = 0; public void Start () { //Get a reference to the Seeker component we added earlier Seeker seeker = GetComponent<Seeker>(); //Start a new path to the targetPosition, return the result to the OnPathComplete function seeker.StartPath (transform.position,targetPosition.position, OnPathComplete); } public void OnPathComplete (Path p) { Debug.Log ("Yey, we got a path back. Did it have an error? "+p.error); if (!p.error) { path = p; //Reset the waypoint counter currentWaypoint = 0; } } public void FixedUpdate () { if (path == null) { //We have no path to move after yet return; } if (currentWaypoint >= path.vectorPath.Count) { Debug.Log ("End Of Path Reached"); return; } //Direction to the next waypoint Vector3 dir = (path.vectorPath[currentWaypoint]-transform.position).normalized; dir *= speed * Time.fixedDeltaTime; controller.SimpleMove(dir); //HERE IS THE PROBLEM //Check if we are close enough to the next waypoint //If we are, proceed to follow the next waypoint if (Vector3.Distance (transform.position,path.vectorPath[currentWaypoint]) < nextWaypointDistance) { currentWaypoint++; return; } } } (Yes, it's the one who Aron gives in the A* documentation)
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