NullReferenceException: Object reference not set to an instance of an object
TMPro.TMP_InputField.UpdateLabel () (at Library/PackageCache/com.unity.textmeshpro@3.0.0-preview.13/Scripts/Runtime/TMP_InputField.cs:3181)
TMPro.TMP_InputField.SetText (System.String value, System.Boolean sendCallback) (at Library/PackageCache/com.unity.textmeshpro@3.0.0-preview.13/Scripts/Runtime/TMP_InputField.cs:575)
TMPro.TMP_InputField.SetTextWithoutNotify (System.String input) (at Library/PackageCache/com.unity.textmeshpro@3.0.0-preview.13/Scripts/Runtime/TMP_InputField.cs:514)
ToLSettings.InitLogsPreset () (at Assets/_Imperium42/_Scripts/UI/Settings/ToLSettings.cs:625)
UnityEngine.Events.InvokableCall.Invoke () (at <fe83287b9d2c49cba7f18dc22475c71f>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <fe83287b9d2c49cba7f18dc22475c71f>:0)
UnityEngine.UI.Button.Press () (at C:/Program Files/Unity/Hub/Editor/2020.1.0b2/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:68)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2020.1.0b2/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Button.cs:110)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2020.1.0b2/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/Program Files/Unity/Hub/Editor/2020.1.0b2/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Hub/Editor/2020.1.0b2/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:374)
I’m not quite sure what’s going on here, but I’m spawning a prefab containing some input fields like a journal:
If I spam click to set active it a few times, it’ll finally show but not let users edit (users could previously edit). Which is a bit strange. Error indicates it’s some TMPro error involving InputField when it sets active.