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Jun 13
/goal Build an advanced playable 3D endless runner vertical slice in the current Unity project. Use Unity MCP when useful to create, configure, inspect, assign, save, and validate objects inside Unity. Not a tiny prototype, not a final game. Deliver a playable, clean, expandable, performant, visually readable vertical slice. Work inside the current project. Do not create a new project. Do not use external assets. Do not generate gameplay assets only at runtime. Assets may use Unity primitives, but must exist as real 3D objects, be saved as prefabs, and be stored in folders. Create: Assets/_Project/Scenes Assets/_Project/Scripts/Core, Player, Camera, World, Spawning, Obstacles, Collectibles, UI Assets/_Project/Prefabs/Player, Road, Obstacles, Collectibles, Environment Assets/_Project/Materials Create and save scene: EndlessRunner3D. Game: Player auto-runs forward on a 3-lane road, switches lanes smoothly, jumps, avoids obstacles, collects coins, gains score, accelerates over time, gets game over on obstacle collision, and restarts cleanly. Controls: A/Left Arrow = lane left D/Right Arrow = lane right Space = jump R = restart after game over Gameplay: - exactly 3 lanes: left, center, right - player never leaves the lane system - smooth lane switching - reliable grounded jump, no accidental double jump - camera follows behind and above - score increases with distance or time - speed increases gradually - coins increase the coin counter - obstacle collision triggers game over - game over stops movement, spawning, score, and speed - restart resets player, score, coins, speed, obstacles, collectibles, and road state Prefab requirements: Create real 3D prefabs in Assets/_Project/Prefabs: - Player prefab - Road segment prefab - Side barrier / guard rail prefab - at least 3 distinct obstacle prefabs - Coin prefab Scripts may instantiate existing prefabs, but must not create main gameplay assets from scratch at runtime. No “create cube in Start()” asset pipeline. Prefabs must exist and be assigned through scene references. Visual direction: Clean low-poly placeholder style with clear colors and readable shapes. Player must not be only a default capsule: build a simple 3D runner with body, head, feet or direction marker. Road must show 3 lanes, markers, borders, and forward direction. Obstacles must be distinct and dangerous. Coins must be collectible. World: Create road recycling using road segment prefabs. Reposition/recycle segments ahead when behind. Avoid uncontrolled instantiation, gaps, popping, or unbounded object growth. Spawning: Create obstacle and coin spawners using prefab references. Spawn ahead on valid lanes only. Avoid impossible early patterns. Avoid coins and obstacles in the same blocking position unless handled. Clean/recycle spawned objects behind the player. Increase difficulty through speed, spacing, or spawn frequency. Architecture: Use modular scripts, not one giant file: GameManager, PlayerRunnerController, PlayerCollisionHandler, CameraFollow, RoadSegmentManager, ObstacleSpawner, CollectibleSpawner, Obstacle, Coin, RunnerUI. Responsibilities: state/score/speed/restart, auto-run/lanes/jump, collisions/coins, camera, road recycling, spawning, obstacle/coin behavior, UI. Performance: Recycle road segments. Clean/recycle obstacles and coins. Cache references. Avoid expensive searches in Update. UI: Create a Canvas with score, speed, coin count, game over panel, final score, and restart instruction/button. UI must work in Play Mode. Validation: No compile errors. Scene saved. Required folders/prefabs exist. Prefabs are assigned. Player auto-runs, switches lanes, jumps, and stays in 3 lanes. Camera follows. Score, speed, coins update. Obstacles/coins spawn ahead. Coins collect. Obstacle collision triggers game over. Restart works. No missing references, no NullReferenceException, no runtime-only asset generation. Finish with summary: content, scene/prefab paths, main scripts, and how to test.
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最近ずっとnullreferenceexceptionこのエラー吐いてアバターアップロードできない
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嫁は夜更け過ぎに鬼へと変わるだろう NullReferenceException
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#### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### #### ANSWER #### (B) OnTickEvent might cause a NullReferenceException if there are no subscribers to the event. You always need to check for null before triggering an event. if (OnTickEvent != null) OnTickEvent(this, EventArgs.Empty); Or use the shorthand ? null-conditional operator which will auto-test for null. OnTickEvent?.Invoke(this, EventArgs.Empty); Check out the lecture on Events in my FREE C# Course youtube.com/watch?v=qZpMX8Re…

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What is the possible error in this code: tickTimer = Time.deltaTime; if (tickTimer >= TICK_TIMER_MAX) { tickTimer -= TICK_TIMER_MAX; tick ; OnTickEvent(this, EventArgs.Empty); } A) None B) NullReferenceException C) Crash (answer in reply below)
40% (A)
43% (B)
16% (C)
92 votes • Final results
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Replying to @DavidAvilaB
yep! accessing it this way will result in an exception ('NullReferenceException')
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容量オーバーでValidatorが失敗し、その後SDKの表示処理がNullReferenceExceptionを起こしたのかもしれない いずれにしても何かギミック追加してできなくなった、とかあればパラメーター数確認した方が良いかもしれんです
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Every senior developer was once confused by errors too ⚡ The first time you see: Cannot read property of undefined or NullReferenceException it feels impossible. The hundredth time? You already know where to look. Experience isn't knowing everything. It's learning how to figure things out. 👇 What's an error that used to scare you but now feels easy to solve? #SoftwareEngineering #Programming #Developers #TechTwitter #EmbraceTheRedLines
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5日間限定の無料券チャレンジ(^^) 今日はチルド飲料無料の2日目です♪ 1)このアカウントをフォロー 2)この投稿をリポスト 3)抽選で毎日1万名様に無料券!結果は自動でお知らせ
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Replying to @sean_gause
The whole gang appeared, they said NullReferenceException: Object reference is not set to an instance of an object 💔😭
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Replying to @orton_long
Hello Orton! I was testing your FNAFLevel and Freddy mods myself for REPO last week and while the level was working but Freddy didn't, today after the latest v0.4.4 game update the level isn't working too! REPOLib also just got updated, and what I noticed is the FNAFlevel shows NullReferenceException in the command line, could you look into it when you have the chance? I'm aware the last time you updated it was last year so it might take a while, I'd love to be able to try it out with my friends!
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剣を握らなければ おまえをNullReferenceException 剣を握ったままでは おまえをNullReferenceException
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チャラ男「うぇーいオタク君見てる〜?今から君のかわいい彼女と〜」 オタク「彼女なんていないが……?」 チャラ男「NullReferenceException: Object reference not set to an instance of an object Charao.NtrSex () (at Assets/Scripts/Saoyaku_Charao.cs:1919)
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再現できた。けど、条件が“器用”なので遭遇している皆がその状態だったのかは謎 1. VRC 未加入アカウントでログイン 2. 全ての Warp Effect を archive する(選択肢をなくす) 3. Random を選択する 4. 再起動 ログを見ると NullReferenceException が起きてる。ごく最近 VRC 加入者向けに追加されたエフェクト(Shimmering Warp) を宣伝・誘導するエントリ(未加入なので実際には使えない)が Random 選択で選ばれて、でもそれは無効なものなので null 化されて死亡、というストーリーはあり得そう。ぷわーって鳴る「Woo-arp」を嫌ってarchiveした人がはまったのかな??なおShimmering WarpがなぜかarchiveできないのでVRC 加入者は遭遇しないっぽい。 不具合報告は複数あって散らかっててよく分からん状態になっている feedback.vrchat.com/bug-repo…
だそうです。 (再現できないけど、タイミング的に VRC 加入者向けのエフェクトが増えた後なので、事前に Random を選んでいた人が追加後にログインすると遭遇するという性質の不具合なのかも。とりあえずVRC開発の人が見えるところで「この情報着目すべき」とタレこんではおいた、けど実装担当は土日は休み)
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E agora a industria pivotou completamente. Desenv de sw virou busca estocastica em um espaço sintatico. Eles criaram a maquina de corrigir NullReferenceException indefinidamente. E em parte eu culpo os influenciadores da area. Se eles tivessem feito o papel deles direito
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Em resolver NullReferenceException pela milesima vez. É revoltante! E a industria tava indo no caminho certo. Todas as langs interpretadas introduziram tipos. Go introfuziu generics. Rust inovou com o borrow checker resolvendo lifetimes em comptime, ISSO é ENGENHARIA de sw
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𝗦𝗲𝗰𝗿𝗲𝘁: 𝗛𝗼𝘄 𝘁𝗼 𝗲𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲 𝟵𝟵% 𝗼𝗳 𝗡𝘂𝗹𝗹𝗥𝗲𝗳𝗲𝗿𝗲𝗻𝗰𝗲𝗘𝘅𝗰𝗲𝗽𝘁𝗶𝗼𝗻𝘀 Few developers know about this. But it can completely change how you write C# code. 𝗡𝘂𝗹𝗹𝗥𝗲𝗳𝗲𝗿𝗲𝗻𝗰𝗲𝗘𝘅𝗰𝗲𝗽𝘁𝗶𝗼𝗻 is the most common runtime error in .NET projects. And it usually happens at the worst possible time — during production. Most developers fix NullReferenceExceptions after they happen. Smart developers prevent them from happening at all. You can eliminate almost all of them with two simple project settings. Add these to your .csproj file: <𝙿𝚛𝚘𝚙𝚎𝚛𝚝𝚢𝙶𝚛𝚘𝚞𝚙> <𝙽𝚞𝚕𝚕𝚊𝚋𝚕𝚎>𝚎𝚗𝚊𝚋𝚕𝚎</𝙽𝚞𝚕𝚕𝚊𝚋𝚕𝚎> <𝚃𝚛𝚎𝚊𝚝𝚆𝚊𝚛𝚗𝚒𝚗𝚐𝚜𝙰𝚜𝙴𝚛𝚛𝚘𝚛𝚜>𝚝𝚛𝚞𝚎</𝚃𝚛𝚎𝚊𝚝𝚆𝚊𝚛𝚗𝚒𝚗𝚐𝚜𝙰𝚜𝙴𝚛𝚛𝚘𝚛𝚜> </𝙿𝚛𝚘𝚙𝚎𝚛𝚝𝚢𝙶𝚛𝚘𝚞𝚙> 𝗛𝗼𝘄 𝗜𝘁 𝗪𝗼𝗿𝗸𝘀: 📌 Nullable enables C#'s null-reference static analysis: ↳ Warns about potential null reference issues ↳ Forces explicit handling of nullable types ↳ Makes null safety visible in your code 📌 TreatWarningsAsErrors turns warnings into build failures: ↳ Code won't compile until null issues are fixed (and any other issues) ↳ Catches problems during development, not production 𝗣𝗿𝗼 𝘁𝗶𝗽: 📌 You can add these settings to the Directory(.)Build(.)props file (near sln file) and they will be applied to all the projects in the solution. Together, these two settings push null problems from runtime → compile time. That's how you eliminate 99% of NullReferenceExceptions in your projects. It's one of the highest ROI settings you can enable in .NET. ▶️ Next time you start a project, make this your first step. 👉 Have you already enabled nullable reference types in your projects, or are you still relying on runtime checks? — ♻️ Repost to help others eliminate NullReferenceExceptions ➕ Follow me ( @AntonMartyniuk ) to improve your .NET Skills
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بيرمي NullReferenceException ههه
هو اللي بسحبو جنسيته وين بروح مش فاهم يعني جد شو بصير اسمه هيك؟؟ كويتي سابق؟؟
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ぬるり (C# では NullReferenceException のため)
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