Foreach and GetComponentInChildren, getting NullReferenceException

EDIT: after sleeping over this, still no solution and I at this point I think I am probably unlearning what I have so far. I have assigned public components to make sure they’re all there and that the game is not missing any. I check it in the inspector. It shows all the public components. All components match what I am expecting. And yet, when I assign a local variable in the script, I just get the null reference all the same. I truly don’t get what is going on… :cry:

I updated the code as it is now.

First post: Ok, after 3 hours of trying to get a solution, I call it a quit. After so many iterations, I can’t even remember what I have tried or not. I have searched for a solution on the internet unsuccessfully. I keep getting a null reference on the below code.

All the code seems to be running well besides the fact that I can’t get the script component in the instantiated object child - which is triggered through a OnTriggerEnter code - everything looks good on the inspector.

What is it I’m doing wrong?

//Instantiates the movement area, and this triggers a lot of colliders throughout, public instances assigned, everything showing up in the inspector. 
		movementArea = Instantiate (movementArea, gm.pawn.transform.position, gm.pawn.transform.rotation);
		MovementTileScript[] capsules;
		capsules = movementArea.GetComponentsInChildren<MovementTileScript> ();

		foreach (MovementTileScript capsule in capsules)
		{
			tile = capsule.movementScript.tileScript; // first ERROR occurs RIGHT HERE
			pawn = capsule.movementScript.pawnStats;

			if (tile  == null)  //check if there is a tile, first of all. TODO if there isn't, contemplate destroying the capsule.
			{
				Debug.Log ("Does not exist");
				continue;
			}

			tile.MovementAllowed = true;

			if (pawn != null)
			{
				Debug.Log ("I have to reach this 10 times");
				if (gm.playerTurn != pawn.playerOwner) // if player is not the owner of the pawn, it can be attacked, and movement can be made here
				{
					pawn.CanBeAttacked = true;
					//tile.MovementAllowed = true;
					Debug.Log ("I should not have reached this");
				} 
				else 
				{
					tile.MovementAllowed = false; // if player is the same as the pawn, he simply cannot land a pawn on top of another
				}
			}

		}

Here is the remaining code in regards to the collision trigger:

public class MovementTileScript : MonoBehaviour {

	public GameObject pawn;
	public PawnStats pawnStats;
	public GameObject tile;
	public TileScript tileScript;
	public MovementTileScript movementScript;

	private GameManager gm;

	void OnTriggerEnter(Collider other)
	{
		gm = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameManager> ();
		movementScript = GetComponent<MovementTileScript> ();
		//tileScript = other.GetComponent<TileScript> ();
		//pawn = other.GetComponent<PawnStats> ();

		if (other.tag == "Tile") 
		{
			this.transform.parent = other.transform;
			tile = other.gameObject;
			tileScript = other.GetComponent<TileScript>();
			tileScript.MovementAllowed = true;
		}
		if (other.tag == "Pawn") 
		{
			other.transform.parent = this.transform;
			pawn = other.gameObject;
			pawnStats = other.GetComponent<PawnStats> ();
		}
	}

Ok, after testing a little more, I have realised that, right after the Instantiation, it is the foreach that occurs, even before the OnTriggerEnter.

I was taking the logics of VBA, which has no problem interrupting a Sub when an event happens, but I am guessing that in C#, a class will run the full code on the very frame, and only then it runs the rest. Correct me if I am wrong.

This will have me thinking about alternative solutions.