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Question by goharjaved · Nov 16, 2014 at 05:21 PM · gameobject

Is it possibel to get a gameobject in inspector with out monobehaviour

i am working on a 3d game in which i have to access a gameobject in a C# script which is not extending the monobehaviour . I have pass the object to the inspector it gives me an error of null reference . Please tell me how to access it . Thanx in advance

 public class TextWriteScript : jointScript {
 
     int i = 0;
     string[] words;
     public GameObject TM;
     
 
     public void IsAttached()
     {
         if(TM)
         {
             TM.gameObject.SetActive(true);
         }
         else
         {
             Debug.Log("no");
         }
 
     }
     public IEnumerator Wait()
     {
         yield return new WaitForSeconds(0.2f);
         if(i < words.Length)
         {
             TM.text = words[i];
             i++;
             StartCoroutine("Waitt");
         }else
         {
             TM.gameObject.SetActive(false);
         }
 
     }
 }
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avatar image AlwaysSunny · Nov 16, 2014 at 05:20 PM 0
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I'm reasonably sure that any script you want to attach as a component of a GameObject must derive from $$anonymous$$onoBehavior. What exactly are you trying to do? $$anonymous$$aybe we can figure out what you actually need.

avatar image richyrich · Nov 18, 2014 at 01:02 AM 0
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There are two options that I can see:

One

Why not just make the class you are inheriting from, inherit from $$anonymous$$onobehaviour?

Example:

public class TextWriteScript : jointScript{

//data and methods

}

public class jointScript : $$anonymous$$onobehaviour{

//data and methods

}

Two

Flip the class association so that you create another class that inherits from $$anonymous$$onobehaviour, but which includes a variable of type TextWriteScript.

Opinion: There may be longer term issues with your current architecture. For example, suppose you need collision detection at some point or Raycasting - how would you find the data associated with the GameObject - you would not be able to query the GameObject you have and ask its component, because the data would not be in a component, rather an object, in an array maybe, owns the GameObject.

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