I'm using this node made by Jason:
However this problem is also with any kind of Wait loop. If the GameObject get's destroyed while a Wait loop is running, You get this error:
MissingReferenceException: The object of type 'StateMachine' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
Ludiq.ComponentHolderProtocol.GameObject (UnityEngine.Object uo) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Utilities/ComponentHolderProtocol.cs:29)
Bolt.ValueInput.GetValue (Ludiq.Recursion recursion)
Ludiq.XGettable.GetValue (IGettable gettable, System.Type type) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Utilities/IGettable.cs:14)
Ludiq.XGettable.GetValue[GameObject] (IGettable gettable) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Utilities/IGettable.cs:19)
Bolt.GetVariable.Get (Ludiq.Recursion recursion)
Bolt.Unit+<>c__DisplayClass56_0`1[System.Object].<ValueOutput>b__0 (Ludiq.Recursion recursion)
Bolt.ValueOutput.GetValue (Ludiq.Recursion recursion)
Fair enough. I understand that Wait Loops are working on a separate "layer", but... would it be possible to get a reference to the object that it's been destroyed and still has this Wait Loop? It's super hard to debug this :(
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