This is caused as the initial segment of the script (RefreshActiveSongData()) looks for the wheel on ScreenGameplay, which doesn't have one. And since it does not have a check to verify that it's there, it can break.
local mw = SCREENMAN:GetTopScreen():GetChild("MusicWheel")
player_data.ingame = mw == nil
Here's a possible solution, that can check for the validation of the object.
local mw = nil --Initialize the object
if SCREENMAN:GetTopScreen() then -- Verify that the screen exists first before doing anything.
mw = SCREENMAN:GetTopScreen():GetChild("MusicWheel") --Check that the object is valid.
end
player_data.ingame = mw == nil
This is caused as the initial segment of the script (
RefreshActiveSongData()
) looks for the wheel on ScreenGameplay, which doesn't have one. And since it does not have a check to verify that it's there, it can break.Here's a possible solution, that can check for the validation of the object.