Actually duplicate an existing GameFlow gameobject in scene at runtime can reproduce this issue too.
stylophone
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When instantiating at runtime, a simple prefab with GameFlow like this:
will throw
NullReferenceException: Object reference not set to an instance of an object GameFlow.Program._OnPrepare () (at <f07c123dcbb84a5c9a2fb7a216216afe>:0) GameFlow.Block.Prepare () (at <f07c123dcbb84a5c9a2fb7a216216afe>:0) GameFlow.GFBehaviour.PrepareBlocks () (at <f07c123dcbb84a5c9a2fb7a216216afe>:0) GameFlow.GFBehaviour.Start () (at <f07c123dcbb84a5c9a2fb7a216216afe>:0)
Hi, thanks for let me know. The method you mentioned didn't work for me. The way I made it works is to delete both GameFlow.dll and GameFlowEditor.dll that imported in project, and renaming/reimporting them from the Versions/2019.3 folder (the GameFlow.bak and GameFlowEditor.bak). Just for share in case anyone needs to know.