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Question by Slashscreen · Feb 20, 2016 at 08:42 PM · nullreferenceexception

Unneeded NullReferenceException

As far as I know, it runs perfectly:

 #pragma strict
 function Update()
 {
     if (Input.GetMouseButtonDown(0)){
         Debug.Log("click");
           var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
           var hit : RaycastHit;
         if (Physics.Raycast (transform.position, transform.forward)){
             Debug.Log(ray.direction);
             hit.rigidbody.AddForce(ray.direction * 2000); //Nullrefrenceexception here
             //hit.rigidbody.AddForceAtPosition(ray.direction*2000,hit.point); (Same error with this code
             Debug.DrawLine (ray.origin, hit.point);
         }  
     }
 }
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Answer by jgodfrey · Feb 20, 2016 at 09:47 PM

Errrr.... You're never assigning anything to the "hit" variable, so a NullRef exception makes sense here. I assume you want to use a Physics.Raycast overload that accepts a "out RaycastHit" argument.

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avatar image Slashscreen · Feb 21, 2016 at 02:56 AM 0
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But it says var hit : RaycastHit;

avatar image jgodfrey · Feb 21, 2016 at 03:33 AM 0
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 var hit: RaycastHit;

Just creates a variable of type "RaycastHit". It doesn't actually place any value in the variable...

avatar image Slashscreen jgodfrey · Feb 21, 2016 at 05:12 AM 0
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That's what I just said.

  #pragma strict
  function Update()
  {
      if (Input.Get$$anonymous$$ouseButtonDown(0)){
          Debug.Log("click");
            var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
            **var hit : RaycastHit;**
          if (Physics.Raycast (transform.position, transform.forward)){
              Debug.Log(ray.direction);
              hit.rigidbody.AddForce(ray.direction * 2000); //Nullrefrenceexception here
              //hit.rigidbody.AddForceAtPosition(ray.direction*2000,hit.point); (Same error with this code
              Debug.DrawLine (ray.origin, hit.point);
          }  
      }
  }
avatar image jgodfrey · Feb 21, 2016 at 02:54 PM 0
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Again...

You are not storing any value in your "hit" variable. As I mentioned the first time, you want to use a different overload of Physics.Raycast to get the RaycastHit information.

Specifically, you probably want:

 Physics.Raycast (transform.position, transform.forward, out hit)
avatar image Slashscreen jgodfrey · Feb 21, 2016 at 06:07 PM 0
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It returns that it expected a ), not hit

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