Why is the WebPlayer giving different results on simple null checks?

Since I want to export an alpha demo of my game to webplayer (and exe), I was expecting it -besides load/save functionality- to create the same results as when playing inside the Editor.

    public List<GameObject> getTargetsInRange(int x, int y, float range){
        List<GameObject> ret = new List<GameObject>();
        List<ArenaField> fr = getFieldsInRange(fields[x,y],range);
        string strong = "";
        foreach(ArenaField v in fr){
            strong += " " + v.mainActorOnField + " ";
            if(v.mainActorOnField != null) ret.Add(v.mainActorOnField);
        }
        outputToDebug("Fields in Range: " + fr.Count + " strong: " + strong);
        return ret;
    }

where mainActorOnField is of type GameObject. Now, regularly (and this has never been different until now) I expect 6 fields in range with 2 actors and 4 nulls, so the string strong I expect is
Fields in Range: 6 strong: null Player (UnityEngine.GameObject) null null null Opponent (UnityEngine.GameObject)

but what I get when using the WebPlayer is
Fields in Range: 6 strong: Player (UnityEngine.GameObject)

what??? First: why doesn’t it list “null” strings ? And where is my Opponent GO??? It is not recognized as not being null?

Guys help :smile:

Oh by the way, same occurs when exporting to exe 64bit.

Srsly guys, I need help on this.

How can it be that a null object returns “null” when I use the Editor and “” when I play this in an exe or on WebPlayer?

What I could find out already is that

try {
            GameObject[] gos = GameObject.FindGameObjectsWithTag("Opponent");
...

will actually throw an exception! And this although there definately IS a GO that is tagged Opponent. This is working when using the editor, so wtf?

Still, this is just a puzzle piece and doesn’t explain why null references will be displayed as “” when concatenated to a string.

so, why doesn’t he find my opponent tagged Opponent? I even tried calling the method at the 2nd frame and not in OnLevelWasLoaded

impatentient bump since I feel this is a big issue, I also read others have the same problem, too.