diff --git a/QSB/SectorSync/QSBSectorManager.cs b/QSB/SectorSync/QSBSectorManager.cs index 3d345bfd..389060ff 100644 --- a/QSB/SectorSync/QSBSectorManager.cs +++ b/QSB/SectorSync/QSBSectorManager.cs @@ -91,11 +91,15 @@ public class QSBSectorManager : WorldObjectManager // time loop spinning ring { + // NH can remove this var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body"); - var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent(); - // use the same trigger as the parent sector - FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior, - x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot); + if (TimeLoopRing_Body) + { + var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent(); + // use the same trigger as the parent sector + FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior, + x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot); + } } // TH elevators diff --git a/QSB/WorldSync/QSBWorldSync.cs b/QSB/WorldSync/QSBWorldSync.cs index f3604883..ce53ade5 100644 --- a/QSB/WorldSync/QSBWorldSync.cs +++ b/QSB/WorldSync/QSBWorldSync.cs @@ -49,8 +49,8 @@ public static class QSBWorldSync await UniTask.WaitUntil(() => PlayerTransformSync.LocalInstance, cancellationToken: _cts.Token); } - // let nh do things first :) - // makin it nice and long to be safe + // let NH do things first :) + // makin it nice and long to be safe. dw things still work no matter the delay await UniTask.DelayFrame(100, cancellationToken: _cts.Token); GameInit();