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Question by lanceroy · Nov 03, 2022 at 11:26 PM · scenenull reference exceptiongameobject.find

How to Load a New Scene and Activate a GameObject in the same Method/Function?

I have a question. I have a button that Loads another scene with SceneManager.LoadScene();
However, upon loading t$$anonymous$$s scene I want to activate a GameObject (it's a shop UI). How can I do t$$anonymous$$s in the same method/function?

My current method is as follows...

    public void ShopMenuButton()
     {
         SceneManager.LoadScene(0);
         GameObject shopMenu = GameObject.FindWithTag("ShopMenu");
         shopMenu.gameObject.SetActive(true);
     }

The error I receive is...

 NullReferenceException: Object reference not set to an instance of an object
 GameManager.ShopMenuButton () (at Assets/Scripts/GameManager.cs:122)

Apparently I am unsure how to assign an object from a different scene as well.

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avatar image logicandchaos · Nov 04, 2022 at 01:34 AM 0
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avatar image lanceroy logicandchaos · Nov 04, 2022 at 07:32 AM 0
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Answer by Statement · Nov 04, 2022 at 10:44 AM

GameObject.FindWithTag

Returns one active GameObject tagged tag.

Looks like your object is not active, so FindWithTag will not find it.

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avatar image lanceroy · Nov 04, 2022 at 07:38 PM 0
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Answer by lanceroy · Nov 05, 2022 at 11:42 PM

So I found somet$$anonymous$$ng that works for my particular problem on StackOverFlow. Original link here https://stackoverflow.com/questions/45107503/determine-action-according-to-previous-scene-in-unity

Basically you can resolve t$$anonymous$$s by using the built in Unity class PlayerPrefs. I resolved it by having a script in the previous scene with a method that looks like t$$anonymous$$s...

public void ShopMenuButton() { string goToShop = "GoShop"; SceneManager.LoadScene(0); PlayerPrefs.SetString("GoShop", goToShop); PlayerPrefs.Save(); } ^ T$$anonymous$$s method sets a Key and a Value with PlayerPrefs.SetSTring() and then saves the Key/Value with PlayerPrefs.Save(). Now when you go into the next scene t$$anonymous$$s preference is still saved and can be retrieved in the next script in the Awake() method like t$$anonymous$$s ...

         private void Awake()
         {
             //Gets String from PlayerPref. Null by default.
             string goToShop = PlayerPrefs.GetString("GoShop", null);
 
             if (goToShop != null) //if not null then continue
             {
                 if (goToShop == "GoShop") //if string variable == string value from PlayerPrefs
                 {
                     Debug.Log("Going to Shop!");
                     shopMenu.SetActive(true);
                 }
                 else
                 {
                     Debug.Log("PlayerPref String Not Assigned/Saved");
                 }
             }
         }

Also the variable shopMenu is simply an inactive GameObject that is assigned in the Unity editor just for clarification.

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