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Question by Eduardo Cortes · Aug 19, 2014 at 04:16 PM · nullinstantiated

why 'if (object == null)' is true?

I want to differentiate when an object is instantiated. But when I try this, it does not differentiate what was instantiated and what was not, because it always returns null.

     MyItem item;
     void Start () {
 
         // Here returned "is null". OK
         if (item == null) {
             Debug.Log("is null");
         }else{
             Debug.Log("not is null");
         }
 
         item = new MyItem ();
 
         // But here returned "is null".
         if (item == null) {
             Debug.Log("is null");
         }else{
             Debug.Log("not is null");
         }
 
     }

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avatar image Eduardo Cortes · Aug 19, 2014 at 05:57 PM 0
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Here's the following warning: You are trying to create a $$anonymous$$onoBehaviour using the 'new' keyword. This is not allowed. $$anonymous$$onoBehaviours can only be added using AddComponent (). Alternatively, your script can inherit from the base class ScriptableObject or at all UnityEngine.$$anonymous$$onoBehaviour: .ctor ().

avatar image tanoshimi · Aug 19, 2014 at 06:24 PM 0
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Like the error says, make sure $$anonymous$$yItem doesn't inherit from $$anonymous$$onoBehaviour.

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Answer by jokim · Aug 19, 2014 at 06:43 PM

To use the line :

 item = new MyItem();

Your class must not inherit from Monobehaviour. If, for some reasons, you still need it as a Monobehaviour, you can do this :

 item = new GameObject("objectName").AddComponent<MyItem>();

Note that this will instantiate a new game object in the scene, named objectName, with MyItem script attached. You will be able to use item as intended afterward.

Another alternative would be to add the script to the current gameObject (if any)

 item = gameObject.AddComponent<MyItem>();

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