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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 Jinxology · Jan 29, 2014 at 09:59 PM

You are changing your code, but make sure you are APPLY'ing the changes to your prefab after you make them. Otherwise, the prefab that gets instantiated won't have that inspector assignment completed.

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avatar image mtothree · Jan 30, 2014 at 02:26 AM 0
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The copper prefab has had all the changes applied to it. I have tried recreating the prefab, but it still will not work. I have the copper prefab identical to the ground prefab except for the material but the copper prefab will still not work while the ground prefab works perfectly. It is assigned in the game manager inspector, and therefore it should work fine, but however it isn't.

avatar image Jinxology · Jan 30, 2014 at 05:50 PM 0
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Oh, I see, so your Game$$anonymous$$anager object is not a prefab, the one that contains references to the prefabs. Do you accidentally have two Game$$anonymous$$anager objects in your world? $$anonymous$$ake sure you set the reference in the inspector when you are not running the game, too, or the changes will revert when you "stop" playing it.

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