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Question by KTVX94 · Aug 01, 2017 at 01:54 AM · getcomponent

GetComponent only works on certain scenes!

Hi there, I've been working on a game for a long while and after finishing a scene the main character doesn't get its own components on the previous one. I tried making a new scene and the problem persists. Because of this (I think) I get a few unassigned reference errors and I can't move my character.

https://pasteboard.co/GDz6puG.png this is what the inspector looks like when it loads everything properly https://pasteboard.co/GDz9uYs.png this is what is looks like when it doesn't.

Code below: void Start() {

     if (MainMenu.difficultyLevel == 1) vanishRatio = 1;
     else vanishRatio = 1.5f;

     soundSource = GameObject.Find("SoundSource");
     manager = soundSource.GetComponent<SoundManager>();

     render = GetComponent<SpriteRenderer>();
     nate = GetComponent<Nate>();
     a_custom = GetComponent<AnimationControllerCustom>();
     collManager = GetComponent<ColliderManager>();

     shadow = Instantiate(shadowMol);
     shadow.transform.position = transform.position;

     hp = maxHP;

     isImmune = false;
     immunityTimer = 0;

     antiFlurryTimer = 0;

     airDistance = new Vector3(0, 0, 0);
     basePosition = transform.position;

     jumpForce = 0;
     jumpAdd = 0;

     isJumping = false;
     isFalling = false;
     canAddJump = true;

     vanished = false;

     DeactivateColliders();
 }


Thanks in advance

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avatar image tkamruzzaman · Aug 01, 2017 at 04:20 AM 0
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Why you have to use GetComponent? Why not simply drag and assign then in the inspector?

avatar image OusedGames tkamruzzaman · Aug 01, 2017 at 01:17 PM 0
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It's the same, but GetComponent $$anonymous$$akes the Inspector cleaner, and uses less memory, because when you fill a variable in the inspector... It uses memory to save the reference

avatar image OusedGames · Aug 01, 2017 at 01:15 PM 0
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Hello buddy, Scripts that are not on the same GameObejct will be lost....
You could use DontDestroyOnLoad(gameobject);
OR Singleton Pattern

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