(Javascript) Object reference not set to an instance of an object

I am making a simple car game. I have trouble making the AI though. Here is my script:

var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
var BackLeftWheel : WheelCollider;
var BackRightWheel : WheelCollider;

// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
private var GearRatio : float[];
var DifferentialRatio : float = 3.1;
var CurrentGear : int = 0;

// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;

// Here's all the variables for the AI, the waypoints are determined in the "GetWaypoints" function.
// the waypoint container is used to search for all the waypoints in the scene, and the current
// waypoint is used to determine which waypoint in the array the car is aiming for.
var waypointContainer : GameObject;
private var waypoints : Array;
private var currentWaypoint : int = 0;

// input steer and input torque are the values substituted out for the player input. The 
// "NavigateTowardsWaypoint" function determines values to use for these variables to move the car
// in the desired direction.
private var inputSteer : float = 0.0;
private var inputTorque : float = 0.0;

function Start () {
	// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
	rigidbody.centerOfMass.y = -.45;
	rigidbody.centerOfMass.z = -0.15;
	
	// Call the function to determine the array of waypoints. This sets up the array of points by finding
	// transform components inside of a source container.
	GetWaypoints();
}

function Update () {
	
	// This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
	// but it's easy, and it doesn't interfere with the physics processing.
	rigidbody.drag = rigidbody.velocity.magnitude / 250;
	
	// Call the funtion to determine the desired input values for the car. This essentially steers and
	// applies gas to the engine.
	NavigateTowardsWaypoint();
	
	// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
	EngineRPM = Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[CurrentGear] * DifferentialRatio;
	if ( EngineRPM>10000) {EngineRPM =10000;}
	if ( EngineRPM<0) {EngineRPM =0;}
	ShiftGears();

	// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
	// up to twice it's pitch, where it will suddenly drop when it switches gears.
	audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 0.5 ;
	// this line is just to ensure that the pitch does not reach a value higher than is desired.
	if ( audio.pitch > 1.5 ) {
		audio.pitch = 1.5;
	}
	
	// finally, apply the values to the wheels.	The torque applied is divided by the current gear, and
	// multiplied by the calculated AI input variable.
	//FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear]*DifferentialRatio * inputTorque;
	//FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear]*DifferentialRatio * inputTorque;
	BackLeftWheel.motorTorque = -EngineTorque / GearRatio[CurrentGear]*DifferentialRatio * inputTorque;
	BackRightWheel.motorTorque = -EngineTorque / GearRatio[CurrentGear]*DifferentialRatio * inputTorque;
	
	// the steer angle is an arbitrary value multiplied by the calculated AI input.
	FrontLeftWheel.steerAngle = 35 * inputSteer;
	FrontRightWheel.steerAngle = 35 * inputSteer;
}

function ShiftGears() {
	// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
	// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
	if ( EngineRPM >= MaxEngineRPM ) {
		var AppropriateGear : int = CurrentGear;
		
		for ( var i = 0; i < GearRatio.length; i ++ ) {
			if ( BackLeftWheel.rpm * GearRatio_*DifferentialRatio < MaxEngineRPM ) {_
  •  		AppropriateGear = i;*
    
  •  		break;*
    
  •  	}*
    
  •  }*
    
  •  CurrentGear = AppropriateGear;*
    
  • }*

  • if ( EngineRPM <= MinEngineRPM ) {*

  •  AppropriateGear = CurrentGear;*
    
  •  for ( var j = GearRatio.length-1; j >= 0; j -- ) {*
    

_ if ( BackLeftWheel.rpm * GearRatio[j]*DifferentialRatio > MinEngineRPM ) {_

  •  		AppropriateGear = j;*
    
  •  		break;*
    
  •  	}*
    
  •  }*
    
  •  CurrentGear = AppropriateGear;*
    
  • }*
    }

function GetWaypoints () {

  • // Now, this function basically takes the container object for the waypoints, then finds all of the transforms in it,*

  • // once it has the transforms, it checks to make sure it’s not the container, and adds them to the array of waypoints.*

  • var potentialWaypoints : Array = waypointContainer.GetComponentsInChildren( Transform );*

  • waypoints = new Array();*

  • for ( var potentialWaypoint : Transform in potentialWaypoints ) {*

  •  if ( potentialWaypoint != waypointContainer.transform ) {*
    
  •  	waypoints[ waypoints.length ] = potentialWaypoint;*
    
  •  }*
    
  • }*
    }

function NavigateTowardsWaypoint () {

  • // now we just find the relative position of the waypoint from the car transform,*

  • // that way we can determine how far to the left and right the waypoint is.*

  • var RelativeWaypointPosition : Vector3 = transform.InverseTransformPoint( Vector3(*

  •  										waypoints[currentWaypoint].position.x,* 
    
  •  										transform.position.y,* 
    
  •  										waypoints[currentWaypoint].position.z ) );*
    
  • // by dividing the horizontal position by the magnitude, we get a decimal percentage of the turn angle that we can use to drive the wheels*

  • inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;*

  • // now we do the same for torque, but make sure that it doesn’t apply any engine torque when going around a sharp turn…*

  • if ( Mathf.Abs( inputSteer ) < 1.0 ) {*

  •  inputTorque = RelativeWaypointPosition.z / RelativeWaypointPosition.magnitude - Mathf.Abs( inputSteer );*
    
  • }else{*

  •  inputTorque = 0.0;*
    
  • }*

  • // this just checks if the car’s position is near enough to a waypoint to count as passing it, if it is, then change the target waypoint to the*

  • // next in the list.*

  • if ( RelativeWaypointPosition.magnitude < 30 ) {*

  •  currentWaypoint ++;*
    
  •  if ( currentWaypoint >= waypoints.length ) {*
    
  •  	currentWaypoint = 0;*
    
  •  }*
    
  • }*

}
On line 55 it gives me the error: Object reference not set to an instance of an object.
How to I fix this?

This is essentially the same question and the same bug as this question:

http://answers.unity3d.com/questions/559117/array-index-out-of-range-javascript.html

You’ve made ‘GearRatio’ private in this version of the script, but you still don’t initialize it anywhere. That is when you have a deceleration like:

private var GearRatio : float[];  

…no space is created for the array. So when you try and access the array it is null and generates a null reference exception. You need to do something to both create space and to initialize the array.

But I don’t think going private is the way to solve your problem. Since I’ve not done the tutorial, I’m just guessing but I think you want to do the following:

  • Make GearRatio public again.
  • Select the game object with this script in the Inspector
  • Click on the triangle to the left of GearArray to open it up
  • Set it size to the number of gears this vehicle has.
  • For each entry in the array, enter a value for the gear ratio

I have no idea what values should be entered. The tutorial should indicate what values.