• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sean_Casey · Aug 14, 2014 at 06:23 PM · instantiate prefabfunction call

Accessing a Function from an Instantiated Object

My two sections of code are as follows:

 using UnityEngine;
 using System.Collections;
 
 public class IsAsteroid : MonoBehaviour
 {
     public GameObject explosion;
     public float health;
     public GameObject FloatingDamagePrefab;
     
     
     
     void Start ()
     {
         
     }
     
     void Update ()
     {
         if (health <= 0)
         {
             Destroy(gameObject);
         }
         
     }
     
     void OnTriggerEnter (Collider other)
     {
 
         if (explosion != null)
         {
             Instantiate(explosion,transform.position,transform.rotation); //Create a new explosion instance when hit
         }
         
         if (other.tag == "Bullet")
         {
             
             health = health - 10;
             Vector3 textLocation = Camera.main.WorldToViewportPoint(transform.position);
             textLocation.z += 0.005f;
             textLocation.x += 0.005f;
             GameObject tempFloatingDamage = Instantiate(FloatingDamagePrefab, textLocation, Quaternion.identity) as GameObject;
             tempFloatingDamage.GetComponent<FloatingDamageScript>().DisplayDamage(((int)10).ToString());
 
         }
         
         
     }
 }

and:

 using UnityEngine;
 using System.Collections;
 
 
 public class FloatingDamageScript : MonoBehaviour
 {
     public GUIText myGUItext;
     public int guiTime = 2;
 
     void update()
     {
 
     }
     public void DisplayDamage(string damageMessage)
     {
         Debug.Log("damage message should be " + damageMessage);
         myGUItext.text = damageMessage;
                 // destory after time is up
         StartCoroutine(GuiDisplayTimer());
     }
     
     IEnumerator GuiDisplayTimer()
     {
         // Waits an amount of time
         yield return new WaitForSeconds(guiTime);
         
         // destory game object
         Destroy(gameObject);
     }
     
 }
 

When I run my game and shoot an asteroid, I am given a null reference exception on line 42 of the IsAsteroid script. I need to access the DisplayDamage() function of the instantiated GUIText object that I create on shooting the asteroid. Keep in mind many of these clones can be in existence at once, so it needs to be specific. The GUIText object is being instantiated just fine. I just can't call a function from it. Any help would be greatly appreciated.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robertbu · Aug 14, 2014 at 06:26 PM 0
Share

You are getting a null reference exception because the GetComponent() call is failing to find a FloatingDamageScript on the game object you Instantiated. Are you sure it is on that specific object. Check the FloatingDamagePrefab prefab. Perhaps it is on a child object?

avatar image meat5000 ♦ · Aug 14, 2014 at 06:30 PM 0
Share

Is there a chance that the object simply isn't created by the next line?

Try Instantiating in a function and yield before you attempt line 42, and see if this makes any difference, at all.

avatar image Sean_Casey · Aug 14, 2014 at 06:55 PM 0
Share

I was just dumb. I didn't attach the FloatingDamageScript to my FloatingDamage prefab. I put all my focus into the scripting and overlook the simplest things in the scene editor. Thanks for the help, guys

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Sean_Casey · Aug 14, 2014 at 06:31 PM

The answer: Don't be an idiot. Attach the FloatingDamageScript to the FloatingDamage prefab object. That'll save hours. :P Just figured out my dumb mistake. It's always the little things, eh? So yeah, please don't waste your time on this. Thanks anyways!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

prober use of navmeshagent.stop()? 0 Answers

How to find weather the function execution completed or not 2 Answers

Call function from variable scripts 2 Answers

Instantiate prefab OnTriggerEnter 2 Answers

Meshfilter missing on Instantiation of prefab for Hex creation 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges