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Question by CobbledGames · Oct 31, 2020 at 04:06 PM · instantiateexception

Instantiate spawns an empty game object called "New Game Object" as well as a non functional intended game object.

I've got an issue where a game object is spawned that doesn't work as well as an empty game object called "New Game Object".

I also have this error: UnityException: Transform child out of bounds UnitStatistics.Awake () (at Assets/Scripts/UnitStatistics.cs:67) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) BattleController:Spawning() (at Assets/Scripts/BattleController.cs:124) BattleController:Awake() (at Assets/Scripts/BattleController.cs:55)

The mentioned Functions: Unit Behaviour

 public virtual void Awake ()
     {
         m_UnitStatistics = this.gameObject.GetComponent<UnitStatistics> ();
         BattleControllerHoldingObject = GameObject.FindGameObjectWithTag("ManagementScriptHolder");
         m_BattleController = BattleControllerHoldingObject.gameObject.GetComponent<BattleController> ();
         m_Animator = this.gameObject.GetComponent<Animator> ();
         PushBox = this.gameObject.GetComponent<Collider2D> ();
         MoveAcc = MoveMax / MoveSpeed;
         Attack1MoveAcc = Attack1MoveMax / Attack1MoveSpeed;
     }



Battle Controller

     void Awake ()
     {
     
         VictoryState = false;
         
         Spawning();
         
         m_OverallUnitList.AddRange(GameObject.FindGameObjectsWithTag("Unit"));
         m_ActiveUnitList.AddRange(m_OverallUnitList);
         TeamConditionStartup();
         SpawnTeamPointSliders();
     }
     
     void Spawning ()
     {
         for (int i=0;i<m_HowManyUnitsToSpawn;++i)
         {
             
             GameObject CurrentObjectToSpawn = new GameObject();
             switch (UnitToSpawn[i])
             {
                 case 0:
                     CurrentObjectToSpawn = m_HumanSwordsmanOBJ;
                 break;
                 case 1:
                     CurrentObjectToSpawn = m_HumanArcherOBJ;
                 break;
                 case 2:
                     CurrentObjectToSpawn = m_MokoFighterOBJ;
                 break;
                 case 3:
                     CurrentObjectToSpawn = m_MokoDartThrowOBJ;
                 break;
                 case 4:
                     CurrentObjectToSpawn = m_DaveRushGoonOBJ;
                 break;
                 case 5:
                     CurrentObjectToSpawn = m_BeaconBatterOBJ;
                 break;
             }
             
             
             switch (SpawnpointSetToSpawnAt[i])
             {
                 case 0:
                     
                     GameObject CurrentSpawnedObjectSP1 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints1[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints1[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP1STAT;
                     CSOBJSP1STAT = CurrentSpawnedObjectSP1.GetComponent<UnitStatistics>();
                     CSOBJSP1STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP1STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP1STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP1STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP1STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP1STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP1STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP1STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                 break;
                 case 1:
 
                     GameObject CurrentSpawnedObjectSP2 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints2[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints2[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP2STAT;
                     CSOBJSP2STAT = CurrentSpawnedObjectSP2.GetComponent<UnitStatistics>();
                     CSOBJSP2STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP2STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP2STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP2STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP2STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP2STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP2STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP2STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                     
                 break;
                 case 2:
                     GameObject CurrentSpawnedObjectSP3 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints3[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints3[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP3STAT;
                     CSOBJSP3STAT = CurrentSpawnedObjectSP3.GetComponent<UnitStatistics>();
                     CSOBJSP3STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP3STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP3STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP3STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP3STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP3STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP3STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP3STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                 break;
                 case 3:
                     GameObject CurrentSpawnedObjectSP4 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints4[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints4[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP4STAT;
                     CSOBJSP4STAT = CurrentSpawnedObjectSP4.GetComponent<UnitStatistics>();
                     CSOBJSP4STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP4STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP4STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP4STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP4STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP4STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP4STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP4STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                 break;
                 case 4:
                     GameObject CurrentSpawnedObjectSP5 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints5[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints5[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP5STAT;
                     CSOBJSP5STAT = CurrentSpawnedObjectSP5.GetComponent<UnitStatistics>();
                     CSOBJSP5STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP5STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP5STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP5STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP5STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP5STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP5STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP5STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                 break;
                 case 5:
                     GameObject CurrentSpawnedObjectSP6 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints6[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints6[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject;
                     UnitStatistics CSOBJSP6STAT;
                     CSOBJSP6STAT = CurrentSpawnedObjectSP6.GetComponent<UnitStatistics>();
                     CSOBJSP6STAT.Team = TeamToSpawnAs[i];
                     CSOBJSP6STAT.m_Group = GroupToSpawnAs[i];
                     CSOBJSP6STAT.m_Faction = GroupToSpawnAs[i];
                     CSOBJSP6STAT.m_Authority = AuthorityToSpawnAs[i];
                     CSOBJSP6STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i];
                     CSOBJSP6STAT.m_AugmentLevelList[1] = AugumentATTLevel[i];
                     CSOBJSP6STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i];
                     CSOBJSP6STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i];
                 break;
             }
         }
         
     }



I've been trying to figure out what to do about this to no avail. Ohh and I don't know for sure but these scripts probably aren't the most efficient.

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Best Answer

Answer by CobbledGames · Nov 04, 2020 at 12:33 PM

Nevermind. I figured it out myself. I was checking the wrong script for the child out of bounds script. And lo and behold, a get child was addressing the wrong thing.

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