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I am trying to integrate this plugin in my unity project and I am using 2019.2.5f1 editor. I have followed all the steps mentioned in the docs and copy pasted the code mentioned in the sample SimpleDemo.cs with few modifications for camera permission for iPhone (the code related to camera permissions can be added as an improvement).
After running the application in iPhone, I am getting the following exception:
NullReferenceException: Object reference not set to an instance of an object.
at Scene1.g__c_statusChanged|3_1 (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at System.EventHandler.Invoke (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.set_Status (BarcodeScanner.Scanner.ScannerStatus value) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.Update () [0x00000] in <00000000000000000000000000000000>:0
at Scene1.Update () [0x00000] in <00000000000000000000000000000000>:0
and same one when I tried to call the BarcodeScanner.Scan():
NullReferenceException: Object reference not set to an instance of an object.
at Scene1.g__c_statusChanged|3_1 (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at System.EventHandler.Invoke (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.set_Status (BarcodeScanner.Scanner.ScannerStatus value) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.Scan (System.Action2[T1,T2] callback) [0x00000] in <00000000000000000000000000000000>:0 at Scene1.scanQR () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Button.Press () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1].Invoke (T1 handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
I have wasted hours trying to figure out the exact root cause of these issues and think it is something related to the statusChanged as it can be seen in exceptions and which traces back to BarcodeScanner.Update() and BarcodeScanner.Scan(). Hence finally raising this issue. It would be great if some solution is provided quickly. Really stuck with this.
The text was updated successfully, but these errors were encountered:
Hi,
I am trying to integrate this plugin in my unity project and I am using 2019.2.5f1 editor. I have followed all the steps mentioned in the docs and copy pasted the code mentioned in the sample SimpleDemo.cs with few modifications for camera permission for iPhone (the code related to camera permissions can be added as an improvement).
After running the application in iPhone, I am getting the following exception:
NullReferenceException: Object reference not set to an instance of an object.
at Scene1.g__c_statusChanged|3_1 (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at System.EventHandler.Invoke (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.set_Status (BarcodeScanner.Scanner.ScannerStatus value) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.Update () [0x00000] in <00000000000000000000000000000000>:0
at Scene1.Update () [0x00000] in <00000000000000000000000000000000>:0
and same one when I tried to call the BarcodeScanner.Scan():
NullReferenceException: Object reference not set to an instance of an object.
at Scene1.g__c_statusChanged|3_1 (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at System.EventHandler.Invoke (System.Object sender, System.EventArgs e) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.set_Status (BarcodeScanner.Scanner.ScannerStatus value) [0x00000] in <00000000000000000000000000000000>:0
at BarcodeScanner.Scanner.Scanner.Scan (System.Action
2[T1,T2] callback) [0x00000] in <00000000000000000000000000000000>:0 at Scene1.scanQR () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Button.Press () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents+EventFunction
1[T1].Invoke (T1 handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction
1)UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
I have wasted hours trying to figure out the exact root cause of these issues and think it is something related to the statusChanged as it can be seen in exceptions and which traces back to BarcodeScanner.Update() and BarcodeScanner.Scan(). Hence finally raising this issue. It would be great if some solution is provided quickly. Really stuck with this.
The text was updated successfully, but these errors were encountered: