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19
Question by mtothree · Jan 29, 2014 at 12:07 PM · inspectorprefabsassign

The variable has not been assigned (but it has)

Hello, I have a script that sets up the world to play in. It has several prefabs assigned to it, and they work flawlessly. However, when I added a new prefab to the script and assigned it in the inspector, I get an error:

 UnassignedReferenceException: The variable copper of 'GameManager' has not been assigned.
 You probably need to assign the copper variable of the GameManager script in the inspector.
 UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineObject.cs:73)
 UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineObject.cs:83)
 GameManager.SpawnBlocks () (at Assets/Scripts/GameManager.cs:37)
 GameManager.Start () (at Assets/Scripts/GameManager.cs:22)

It says that it is not assigned, but it is.

Code below:

 using UnityEngine;
 using System.Collections;
 
 public class GameManager : MonoBehaviour {
     
     public GameObject player;
     public GameObject ground;
     public GameObject inventory;
     public GameObject copper;
     private GameCamera cam;
     public int iB = 1;
     public int DBx;
     public int DBy;
     public string serial = "-DEVELOPERS---ONLY-";
     public bool canPlay = false;
 
     
     // Use this for initialization
     void Start () {
         cam = GetComponent<GameCamera>();
         SpawnPlayer ();
         SpawnBlocks ();
     }
     
     private void SpawnPlayer() {
         cam.SetTarget ((Instantiate (player, new Vector3( 0, 3, 0), Quaternion.identity) as GameObject).transform);
     }
 
     private void SpawnBlocks() {
         DBx = -30;
         DBy = -128;
         while(iB <= 7680) {
             Vector3 position = new Vector3(DBx, DBy, 0);
             Instantiate (ground, position, Quaternion.identity);
             int randomNumber = Random.Range(1, 1000);
             if(randomNumber > 800 && randomNumber < 900) {
                 Instantiate (copper, position, Quaternion.identity);
             }
             DBy++;
             if(DBy == 1) {
                 DBx++;
                 DBy = -128;
             }
             iB++;
         }
     }
 }
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avatar image Gearsdragon · Sep 18, 2019 at 08:03 PM 0
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THAN$$anonymous$$ YOU FOR THIS, this was causing a lot of headaches and I could not find anything else helpful, Thank you

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Answer by Camikazee · Mar 12, 2017 at 06:13 PM

I had this issue after renaming a script, the debugger showed everything as assigned but I got an exception on Instantiate. I had to recreate the prefabs in the end which wasn't great.

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Answer by ChipMan · Mar 07, 2015 at 05:51 PM

Everything is correct. There is no problems with the code, You must have another gameObject with that script on it. I don't see any other way it could be :)

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avatar image florinel2102 · Aug 11, 2020 at 06:37 PM 0
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Same issue .I have never had such an error . An advice : if you develop a game and you have multiple gameobject with same script - put that in a comment - it's saving you from a lot of frustration :)

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Answer by Oleg_Novosad · Mar 07, 2015 at 05:41 PM

For me it helped to restart the Unity. Probably the correct solution is just reset as written above, but for me restart helped :)

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Answer by vinnyhassell · Sep 11, 2014 at 07:22 PM

I had exactly the same issue. Turned out I had this script assigned to my game control object. However I altered the script and added additional properties. I assigned prefabs to my properties, and everything looked fine. However, when I checked my Game Control Object, to which the script was attached, I noticed that all the new properties were unassigned. Clicking the 'gear' settings dropdown next to the script assigned to the Game Control Object and clicking 'reset' solved the issue.

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Answer by bugmagnet · Sep 01, 2014 at 07:51 PM

This had me stumped for a while... what was happening to me was that I had TWO components of the same type assigned to the gameobject. One had the variables assigned, the other did not. I didn't know the 2nd component copy existed, so I didn't look go looking for it.

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avatar image nathanwick · Oct 02, 2021 at 10:09 PM 0
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This worked for me. Wow, I feel blind. Thank you!

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