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Question by sid4 · Dec 23, 2016 at 02:21 PM · error message

what does this error mean?

im getting this error , what does it mean?

NullReferenceException: Object reference not set to an instance of an object spn2.Update () (at Assets/water/spn2.cs:47)

 using UnityEngine;
 using System.Collections;
 
 public class spn2 : MonoBehaviour
 {
     public GameObject EasyEnemey;
     public GameObject MediumEnemey;
     public GameObject HardEnemey;
 
     public Transform[] SpawnPoints;
     public float TimeBetweenSpawns;
     public int NumberOfEnemiesToSpawn;
     public int NumberOfMediumEnemiesToSpawn;
     public float EasyChance;
     public float MediumChance;
     public float HardChance;
 
     private int waveNumber;
     private float spawnTimer;
     private int numberOfEnemies;
     private int numberOfMediumEnemies;
 
     // Use this for initialization
     void Start()
     {
         //this below is the time to spawn so if 4 , every 4 seconds 1 will spawn  etc
         this.spawnTimer = 3.0f;
         this.waveNumber = 0;
         float totalChance = this.EasyChance + this.MediumChance + this.HardChance;
         if (Mathf.Abs(totalChance - 6.0f) > 0.0001f)
         {
             Debug.LogWarning("Warning: The chances should add up to 1.0 (" + totalChance + " currently)");
         }
     }
 
     // Update is called once per frame
     void Update()
 
     {
         this.spawnTimer -= Time.deltaTime;
         Debug.Log("Counter: " + spawnTimer);
 
         if (this.spawnTimer <= 0.0f)
         {
             Debug.LogWarning("Spawining");
             Transform spawnPoint = SpawnPoints[Random.Range(0, SpawnPoints.Length)];
             Vector2 spawnPos = spawnPoint.position;
             Quaternion spawnRot = spawnPoint.rotation;
 
             GameObject tempEnemy = null;
 
             switch (this.waveNumber)
             {
             case 0:
                 tempEnemy = Instantiate(EasyEnemey, spawnPos, spawnRot) as GameObject;
 
                 this.numberOfEnemies++;
                 if (this.numberOfEnemies >= this.NumberOfEnemiesToSpawn)
                 {
                     this.waveNumber++;
                 }
                 break;
             case 1:
                 tempEnemy = Instantiate(MediumEnemey, spawnPos, spawnRot) as GameObject;
                 this.numberOfMediumEnemies++;
                 if (this.numberOfMediumEnemies >= this.NumberOfMediumEnemiesToSpawn)
                 {
                     this.waveNumber++;
                 }
                 break;
             case 2:
                 float randomFloat = Random.value;
                 if (randomFloat < this.EasyChance)
                 {
                     tempEnemy = Instantiate(MediumEnemey, spawnPos, spawnRot) as GameObject;
                 }
 
                 else if (randomFloat < this.EasyChance + this.MediumChance)
                 {
                     tempEnemy = Instantiate(MediumEnemey, spawnPos, spawnRot) as GameObject;
                 }
                 else
                 {
                     tempEnemy = Instantiate(HardEnemey, spawnPos, spawnRot) as GameObject;
                 }
                 break;
             }
             this.spawnTimer = this.TimeBetweenSpawns;
 
             if (tempEnemy != null)
             {
                 //Destroy(tempEnemy, 2.6f);
             }
         }
 
     }
 }
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Answer by Pengocat · Dec 23, 2016 at 05:29 PM

You probably forgot to assign something in the inspector. Check if you added a prefab to easy medium and hardEnemy and the spawnpoints

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