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1
Question by ProtoTerminator · Nov 26, 2013 at 10:15 PM · instantiatenullreferenceexception

Null reference on instantiated object

I have this code

 var meleeDamage: int = 10;
 var rangeDamage: int = 10;
 var magicDamage: int = 10;
 var meleeDist: float = 5;
 var attackStyle: String = "magic";
 var bullet: GameObject;
 
 function Update(){
     if (Input.GetButtonDown("Fire1")){
         Attack();
     }
 }
 
 function Attack(){
     if (attackStyle == "magic"){
         var inst = Instantiate(bullet, transform.position, transform.rotation);
         Physics.IgnoreCollision(inst.collider, transform.root.collider); // ignores collisions between the bullet and the character controller
         inst.rigidbody.AddRelativeForce(0,0,1500);
         var magic: playerDamage = inst.gameObject.GetComponent(playerDamage);
         magic.damage = magicDamage;
         magic.attackStyle = attackStyle;
     }
 }



In Unity it give me null reference error point to "magic.damage = magicDamage;"

What did I do wrong here?

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Answer by ThePunisher · Nov 27, 2013 at 12:37 AM

Can you verify that the bullet prefab you are instantiating has the "playerDamage" script on it?

Edit: Also verify that you have linked the prefab into the public inspector property for bullet.

If it does could you try the following code?

     var meleeDamage: int = 10;
     var rangeDamage: int = 10;
     var magicDamage: int = 10;
     var meleeDist: float = 5;
     var attackStyle: String = "magic";
     var bullet: GameObject;
      
     function Update()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Attack();
         }
     }
      
     function Attack()
     {
         if (attackStyle == "magic")
         {
             var inst = Instantiate(bullet, transform.position, transform.rotation) as GameObject;
             Physics.IgnoreCollision(inst.collider, transform.root.collider); // ignores collisions between the bullet and the character controller
             inst.rigidbody.AddRelativeForce(0,0,1500);
             var magic: playerDamage = inst.GetComponent(playerDamage);
             magic.damage = magicDamage;
             magic.attackStyle = attackStyle;
         }
     }

I have updated it to cast the bullet that was instantiated into a GameObject and removed the need for retrieving the GameObject from inst.gameObjectGetComponent(playerDamage) line.

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avatar image ProtoTerminator · Nov 27, 2013 at 01:18 AM 0
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Of course, it has to be something simple I forget. I didn't put the script on it in Unity. Thank you.

avatar image ThePunisher · Nov 27, 2013 at 06:24 PM 0
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:P It happens. You're welcome.

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