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Question by gamesbyangelina · Dec 08, 2013 at 12:11 AM · audiosourceruntimeresources

Problem adding component to object at runtime

At the end of a long procedural generation cycle, my Unity project tries to do the following:

 if(GameObject.Find("Main Camera") != null){
             GameObject cam = (GameObject) GameObject.Find("Main Camera");
             AudioSource audioSource = cam.AddComponent<AudioSource>();
             audioSource.clip = Resources.Load("music/music") as AudioClip;
             audioSource.Play();
             //s.clip = a;
         }

This code executes just fine, and if you print out 'cam' or 'audioSource' they are non-null. However, this code does not add any such component to the camera object. The music file loads and is also non-null.

Here's the weird thing. If you wait until the procedural generation is finished, load the above code into a button on the editor and press it, then the component is added fine and everything is normal. What's going on? Why won't this work normally during the generation phase?

I realise this question is a little vague. If can give any extra info let me know.

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avatar image iwaldrop · Dec 08, 2013 at 05:53 AM 0
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FYI, you always have a reference to the main camera via 'Camea.main'.

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Answer by Reclusiarch · Dec 08, 2013 at 05:55 AM

try this

         if (GameObject.Find("Main Camera") != null)
         {
             GameObject cam = (GameObject)GameObject.Find("Main Camera");
             cam.AddComponent<AudioSource>();
             AudioSource audioSource = (AudioSource)cam.gameObject.GetComponent(typeof(AudioSource));
             audioSource.clip = Resources.Load("music/music") as AudioClip;
             audioSource.Play();
             //s.clip = a;
         }
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