i get the error “NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets._2D.PlatformerCharacter2D.Flip () (at Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs:125)
UnityStandardAssets._2D.PlatformerCharacter2D.Move (Single move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs:98)
UnityStandardAssets._2D.Platformer2DUserControl.FixedUpdate () (at Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs:36)”
when i try to use this code:
public class PlatformerCharacter2D : MonoBehaviour
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
private Transform m_CeilingCheck; // A position marking where to check for ceilings
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator m_Anim; // Reference to the player’s animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Transform playerGraphics; //reference to player’s graphics for direction
private void Awake()
playerGraphics = transform.Find(“Graphics”);
Debug.Log(“Shid, there’s no graphics as a player child”);
// Setting up references.
m_GroundCheck = transform.Find(“GroundCheck”);
m_CeilingCheck = transform.Find(“CeilingCheck”);
m_Anim = GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>();
private void FixedUpdate()
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
if (colliders[i].gameObject != gameObject)
m_Grounded = true;
// Set the vertical animation
public void Move(float move, bool crouch, bool jump)
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool(“Crouch”))
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
crouch = true;
// Set whether or not the character is crouching in the animator
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
// … flip the player.
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
// … flip the player.
// If the player should jump…
if (m_Grounded && jump && m_Anim.GetBool(“Ground”))
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
private void Flip()
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player’s x local scale by -1.
Vector3 theScale = playerGraphics.localScale;
theScale.x *= -1;
playerGraphics.localScale = theScale;