Debugging 由于Unity 3d中对象的当前状态,操作无效

Debugging 由于Unity 3d中对象的当前状态,操作无效,debugging,unity3d,Debugging,Unity3d,我对团结和在镜头下练习变换动作还不熟悉。我正在应用的c#脚本的代码是 using UnityEngine; using System.Collections; using System.Collections.Generic; public class HelloWorld : MonoBehaviour { public float speed = 2f; // Use this for initialization void Start () { }

我对团结和在镜头下练习变换动作还不熟悉。我正在应用的c#脚本的代码是

using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class HelloWorld : MonoBehaviour {


    public float speed = 2f;
    // Use this for initialization
    void Start () {

    }

    // Update is called once per frame 
    void Update () {
        transform.Translate(new Vector3(speed,0,transform.position.z) * Time.deltaTime);

    }
}
但控制台显示错误,说明:

我搜索了问题,并设法得到调试器无法从堆栈顶部获取任何内容。但我无法找出它与特定代码的关系,以及实际问题存在的地方

错误日志: 解决方案->打开(bstrSolution)m_currentEntriestr==NULL | |!m_IsGettingEntries LogEntries:GetEntryInternal(Int32,LogEntry) UnityEditor.ConsoleWindow:OnGUI()(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\ConsoleWindow.cs:454) System.Reflection.MonMethod:InternalInvoke(对象,对象[],异常&) System.Reflection.MonMethod:Invoke(对象、BindingFlags、Binder、对象[]、CultureInfo)(位于/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Reflection/Monmethod.cs:222) System.Reflection.MethodBase:Invoke(Object,Object[])(位于/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) 主机视图:调用(字符串,对象)(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:241) 主机视图:调用(字符串)(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:234) UnityEditor.DockArea:OnGUI()(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:671) [C:\BuildAgent\work\d63dfc6385190b60\Editor/Src/EditorMonoConsole.h第90行] (文件名:C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/ConsoleWindow.cs行:454) m_currentEntriestr==NULL | |!m_IsGettingEntries LogEntries:GetEntryInternal(Int32,LogEntry) UnityEditor.ConsoleWindow:OnGUI()(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\ConsoleWindow.cs:458) System.Reflection.MonMethod:InternalInvoke(对象,对象[],异常&) System.Reflection.MonMethod:Invoke(对象、BindingFlags、Binder、对象[]、CultureInfo)(位于/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Reflection/Monmethod.cs:222) System.Reflection.MethodBase:Invoke(Object,Object[])(位于/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) 主机视图:调用(字符串,对象)(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:241) 主机视图:调用(字符串)(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:234) UnityEditor.DockArea:OnGUI()(位于C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\DockArea.cs:671) [C:\BuildAgent\work\d63dfc6385190b60\Editor/Src/EditorMonoConsole.h第90行] (文件名:C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/ConsoleWindow.cs行:458) InvalidOperationException:由于对象的当前状态,操作无效 在/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Collections/Stack.cs:321中的System.Collections.Stack.Peek()[0x0000c] 位于C:\BuildAgent\work\d63dfc6385190b60\artifacts\EditorGenerated\GUILayoutUtility.cs:223中的UnityEngine.GUILayoutUtility.EndLayoutGroup()[0x0001b] 在C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\GUI\Splitter.cs:491中的UnityEditor.SplitterGUILayout.EndVerticalSplit()[0x00000]处 在C:\BuildAgent\work\d63dfc6385190b60\Editor\Mono\ConsoleWindow.OnGUI()中的UnityEditor.ConsoleWindow.OnGUI()[0x00761]处:488 at(包装器管理到本机)System.Reflection.monethod:InternalInvoke(对象,对象[],System.Exception&)
在/Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222中的System.Reflection.MonoMethod.Invoke(System.Object obj、BindingFlags invokeAttr、System.Reflection.Binder、System.Object[]参数、System.Globalization.CultureInfo-culture)[0x000d0]处,您可以选择,将日志信息复制并粘贴为文本。截图很难阅读。2) 您是否双击了突出显示的行?它应该打开Mono并显示问题发生的行。贴上那一行加上周围的几行作为背景。如果你解释了你想做什么,我告诉你,但例如transform.Translate(Vector3.forward*Time.deltaTime);谢谢兄弟,我想沿x轴移动相机。我也放置了一个立方体,但通过应用Vector3.forward,它会在几秒钟后保持静止并离开场景。transform.Translate(Vector3.right*Time.deltaTime);您可能需要
Vector3.right*速度*Time.deltaTime
@用户A与矢量3相乘也会创建新对象!(此特定情况下的结构)
transform.Translate(Vector3.right * speed * Time.deltaTime);