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Question by aman_jha · Jul 16, 2014 at 07:04 PM · c#errorarraytouchloop

Random NullReferenceException

Hey guys,

I'm making a game that's based on touch. What I have is that every time the screen is touched, there are tiles on the screen that get activated. They are different types of tiles. I want that when a touch is sensed, ALL of the objects are activated at the same time. I have a couple of scripts controlling this like so:

First, TouchEntity.cs gameobjects are stored in an array so that they can be accessed when the screen is touched. When the script registers a touch, it uses a for loop to go through all the objects and activate touchBlock.OnTouched. (touchBlock is a c# script). touchBlock then uses a predetermined enum to activate a script based on the type of tile

Before I include my scripts, the problem is this: When I click play, everything runs fine. When I touch, the tiles activate like they should and work nicely. However, the console shows an error saying "NullReferenceException: Object reference not set to an instance of an object TouchEntity.Update () (at Assets/My Thingies/Scripts/TouchEntity.cs:26)" Even though I'll include the entire TouchEntity.cs script below, the line the error is referring to says:

 touchActivatedObjects[i].GetComponent<touchBlock>().OnTouched();

What is weird is that even thought the error shows up every time I touch the screen, the game runs perfectly fine. I'm worried that this may actually be a problem that I'm simply just not seeing the effects of yet.

TouchEntity.cs: using UnityEngine; using System.Collections;

 public class TouchEntity : MonoBehaviour {
 
     [HideInInspector]
     public GameObject[] touchActivatedObjects;
 
     [HideInInspector]
     public GameObject[] holdActivatedObjects ;
 
     // Use this for initialization
     void Start () {
         touchActivatedObjects = GameObject.FindGameObjectsWithTag("touchActivated");
         holdActivatedObjects = GameObject.FindGameObjectsWithTag("holdActivated");
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetMouseButton(0))
         {
             //Touch anywhere on the screen
             //Later restrict certain areas of the screen such as the pause button so stuff doesn't start flying whent he player presses pause
             for(var i = 0 ; i < touchActivatedObjects.Length ; i ++)
             {
                 touchActivatedObjects[i].GetComponent<touchBlock>().OnTouched();
             }
         }
     }
 }
 


touchBlock.cs: using UnityEngine; using System.Collections;

 public class touchBlock : MonoBehaviour {
 
     private GameObject player;
 
     public typeOfBlock type = typeOfBlock.undefined;
 
     public enum typeOfBlock{
         undefined,
         pause, 
         jump,
         extraJump,
         turntableSpikes
     }
 
     void Awake () {
         player = GameObject.FindWithTag("Player");
     }
 
     public void OnTouched () {
 
         if (typeOfBlock.undefined == type) {
             //Block doesn't have an assigner
             Debug.LogError ("You need to assign the type of this block! Idiot.");
         }
         else if (typeOfBlock.pause == type) {
             //It is a pause tile block
             player.GetComponent<PlayerController>().speed = 2;
 
             this.GetComponent<PauseBlock>().pausePlayer = false;
         }
         else if (typeOfBlock.jump == type) {
             //It is a regular jump block
             this.GetComponent<JumpBlock>().bounce();
         }
         else if (typeOfBlock.extraJump == type) {
             //It is a double jump block
         }
         else if (typeOfBlock.turntableSpikes == type) {
             //It is a turntable spike block
         }
         else {
             //Block doesn't have an assigner
             Debug.LogError ("I'm really confused cause by default you should be reaching case 0.");
         }
     }
 
 }
 
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avatar image tanoshimi · Jul 16, 2014 at 07:26 PM 0
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Rather than calling GetComponent for each touchActivatedObject every time the mouse button is pressed, why not populate an array of all the touchBlocks in Start ()?

avatar image aman_jha · Jul 16, 2014 at 10:09 PM 0
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No worries it was solved by a stupid error of me having the script on objects that shouldn't have it :P Since this would be no help to anyone else could moderators please delete this question. thanks.

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