FSMs fail in Android/Quest build

NodeCanvas Forums Support FSMs fail in Android/Quest build

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  • #16725
    festus
    Participant

    Hi,

    I have a simple prototype AI. It works fine in the editor, but fails when I build the game for Android/Quest 2. These 2 exceptions go first:

    16:40:05.470 12634 12660 E Unity         : TargetException: Non-static field requires a target
    16:40:05.470 12634 12660 E Unity         : at System.Reflection.RuntimeFieldInfo.SetValue (System.Object obj, System.Object val, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Globalization.CultureInfo culture) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.470 12634 12660 E Unity         : at ParadoxNotion.Serialization.FullSerializer.Internal.fsReflectedConverter.TryDeserialize (ParadoxNotion.Serialization.FullSerializer.fsData data, System.Object& instance, System.Type storageType) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.470 12634 12660 E Unity         : at ParadoxNotion.Serialization.FullSerializer.fsSerializer.Internal_Deserialize (ParadoxNotion.Serialization.FullSerializer.fsData data, System.Type storageType, System.Object& result, System.Type overrideConverterType) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.470 12634 12660 E Unity         : at ParadoxNotion.Serialization.FullSerializer.fsSerializer.TryDeserialize (ParadoxNotion.Serialization.FullSerializer.fsData data, System.Type storageType, System.Object& result, System.Ty

    and:

    16:40:05.473 12634 12660 E Unity         : NullReferenceException: Object reference not set to an instance of an object.
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.Framework.Node.Execute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard blackboard) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSM.EnterState (NodeCanvas.StateMachines.FSMState newState, NodeCanvas.StateMachines.FSM+TransitionCallMode callMode) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSM.OnGraphUpdate () [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSMState.OnExecute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard bb) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.Framework.Node.Execute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard blackboard) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.473 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSM.EnterState (NodeCanvas.StateMachines.FSMState newState, NodeCanvas.StateMachines.FSM+TransitionCallMode callMode)

    Then it’s just a wall of:

    16:40:05.553 12634 12660 E Unity         : NullReferenceException: Object reference not set to an instance of an object.
    16:40:05.553 12634 12660 E Unity         : at NodeCanvas.Framework.Node.Execute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard blackboard) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.553 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSM.OnGraphUpdate () [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.553 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSMState.OnExecute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard bb) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.553 12634 12660 E Unity         : at NodeCanvas.Framework.Node.Execute (UnityEngine.Component agent, NodeCanvas.Framework.IBlackboard blackboard) [0x00000] in <00000000000000000000000000000000>:0
    16:40:05.553 12634 12660 E Unity         : at NodeCanvas.StateMachines.FSM.OnGraphUpdate () [0x00000] in <00000000000000000000000000000000>:0

    I’d appreciate help, since it’s my first time working with your system. Thank you.

    #16736
    Gavalakis
    Keymaster

    Hello there,

    It seems like some code is being stripped in built. Can you please tell if you have built the AOTClasses and link.xml files from within the Preferred Types Editor?  Here is the related documentation section as well.

    Please let me know.

    Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

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