0 votes

I'm currently making a state machine for the player in my game. Every state inherits from a base player-state node
But when I run my game, I get an error in the debugger coming from the physics process in my Idle state.

Code for base player-state:

using Godot;
using System;
public class PlayerState : State
   public Player player;

   public override async void _Ready()
    await ToSignal(Owner, "ready");
    player = Owner as Player;


(Indentation might seem wrong on example but it's right in the script)

Code for the Idle State:

    public class Idle_State : PlayerState
    public override void enter()


    public override void physics_update(float delta)
        player.Character.anim_tree.Set("parameters/ground_blend/blend_amount", Mathf.Lerp((float)player.Character.anim_tree.Get("parameters/ground_blend/blend_ammount"), -1, delta * player.acceleration));
        player.speed = 0;

        player.Velocity.x = Mathf.Lerp(player.Velocity.x, player.Direction.x * player.speed, delta * player.acceleration);
        player.Velocity.z = Mathf.Lerp(player.Velocity.z, player.Direction.z * player.speed, delta * player.acceleration);
        player.air_velocity = 0;


        player.MoveAndSlide(player.Velocity + Vector3.Down * player.air_velocity, Vector3.Up);

        if (player.Direction.x != 0 || player.Direction.z != 0 && !player.sprint)
        else if (player.sprint)


"System.NullReferenceException: Object reference not set to an instance of an object"

Even though I defined my player in the player state class. I would appreciate any help to solve this problem.

Godot version 3.5.1
in Engine by (12 points)

Maybe your player isn't assign since your ready function is call asynchronously. Why don't you define player in your State_Machine class since it seem to be static ?

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