Hi,
We have a feature that if you do:
m_MyGUiLayer = GetComponent<GUILayer>();
if it turns out there was no GUILayer component, if you later use m_MyGUILayer, instead of getting a NullReferenceException (what you might expect as a c# dev), you get:
MissingComponentException: There is no 'GUILayer' attached to the "Directional Light" game object, but a script is trying to access it.
You probably need to add a GUILayer to the game object "Directional Light". Or your script needs to check if the component is attached before using it.
NewBehaviourScript.Start () (at Assets/NewBehaviourScript.cs:10)
We are able to give a much better error message that contains the type of the component that was requested, the gameobject name of the gameobject that apparently didn't have the component, and it also has "context" of that gameobject, so if you click this message in the console window, the editor will actually "ping" the gameobject in question. We do this only in the editor.
Awesome.
This feature comes at a (editor-only) cost of a c# allocation for that error message string (as well as the fake-null-object that holds the string). Every week, we get a bugreport about "GetComponent() is allocating, this is madness!" from folks that (probably) don't realise that this allocation only happens in the editor.
We're debating wether or not this error message provides enough value compared to cost it brings. (costs: apparently users getting confused about it a lot, us having to deal with a flow of bugreports about it, editor-allocation patterns being different from the player).
Options on the table are:
- Drop the feature, and make GetCompoment() return a normal null instead.
- add GetComponent(bool niceErrorMessageWhenNotFound = true), so that if you care about not having the allocation in the editor, you can tell us to not mak eit.
- not do anything about it.
- fake it, and internally mark this allocation as editor-only, and then have the profiler actually hide the allocation.
I'd love to hear from users if they have ever found the MissingComponentException to be especially helpful, and in which scenarios that was, and how one's workflow would be negatively affected by no longer having this detailed exception.
Thanks, Lucas (you can reply here, or on twitter @lucasmeijer)
Hi,
From a point of view where many users are not experts, I would make it as an option so that middleware publishers can provide a good feedback and keep themselves out of the loop on such problem, else we always get users getting back to the Author to complain on something that is really a scene setup issue.
It's always good to have information, why rely on expertize and painful debugging sessions when the log can lift any guess work on the issue. The fact that is behaves differently in Editor and at Runtime is another part of the problem, and I don't see this as a reason to remove this feature all together.
Thanks for your hardwork :)
Bye,
Jean