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Question by asimov · Apr 11, 2012 at 11:14 AM · nullreferenceexception

Odd NullRerenceExcepetion

Hi,

I was wondering if someone can tell me why I am getting this error. I am trying to find the child object called 'sectionend' of a prefab in the scene, and them Instantiate section2_prefab from this point. The object 'section1_prefab1' is definitely in the scene with its child object 'sectionend';

 using UnityEngine;
 using System.Collections;
 
 public class TrackAssemb : MonoBehaviour {


     // Use this for initialization
     void Awake() 
     {
 
         section1 = Resources.Load("Level_prototype_V1/section1_prefab", typeof(Transform)) as Transform;
         section2 = Resources.Load("Level_prototype_V1/section2_prefab", typeof(Transform)) as Transform;
         section3 = Resources.Load("Level_prototype_V1/section3_prefab", typeof(Transform)) as Transform;
         section4 = Resources.Load("Level_prototype_V1/section4_prefab", typeof(Transform)) as Transform;
         section5 = Resources.Load("Level_prototype_V1/section5_prefab", typeof(Transform)) as Transform;
         
 }
 
 
     GameObject endPoint;
     
     bool flag = false;
 
     // Update is called once per frame
     void Update () 
     {
         if(flag == false)
         {
         // Find the position of the end point of the current section
         
          endPoint = GameObject.Find("section1_prefab1/sectionend");
 
         //gameObject.transform.position = endPoint.transform.position;
 
         //---Section 2
 
         // Create an instance of a section joining onto the end point found. 
         Transform Instance = Instantiate(section2, endPoint.transform.position, endPoint.transform.rotation) as Transform;
 
         flag = true;
     }
 }
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Answer by Kryptos · Apr 11, 2012 at 11:15 AM

Resources.Load() does not instantiate the object in the scene, but rather load the asset into memory. Furthermore, it only works with assets that are under a 'Resources' folder hierarchy.

You need to use Object.Instantiate() instead.

You cannot instantiate a child of a prefab. You can only instantiate the whole prefab. Nested prefabs are not supported yet, but UT is working on it.

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Answer by asimov · Apr 11, 2012 at 11:33 AM

Great information - thanks.

Just to clarify, the child object was only used to find the position of the end of the section1_prefab, the sections being instantiated are all parent objects.

Can I ask what the distinction is when using GameObject.Instantiate(), Object.Instantiate(), or Instantiate() by itself, etc?

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