NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
at UnityEngine.Component.GetComponent[BatchUi]() [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.UI.StateMachine.States.ActivatedUiState.OnEntry () [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.UI.StateMachine.TrafficLightsMachine.OnUpdate () [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.Simulation.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.Threading.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at ThreadingWrapper.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at SimulationManager.Update () [0x00000] in :0
After inspection: in ActivatedUiState.OnEntry "Singleton.instance" returns null after second load. I don't know why. It's used (amongst others) in ToggleTrafficLightsTool too -- and there it works.
Happens when:
NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[BatchUi]() [0x00000] in:0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.UI.StateMachine.States.ActivatedUiState.OnEntry () [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.UI.StateMachine.TrafficLightsMachine.OnUpdate () [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.Simulation.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at Craxy.CitiesSkylines.ToggleTrafficLights.Game.Threading.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at ThreadingWrapper.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in :0
at SimulationManager.Update () [0x00000] in :0