Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • 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 /
  • Help Room /
avatar image
0
Question by CptJohnMiller74 · Jul 26, 2017 at 02:06 PM · rigidbodyontriggerexitunassiunassignedreferenceexception

UnassignedReferenceException on rigidbody

I have a grenade prefab, and I'm instantiating it whenever the player hits G. This is the script attached to it. However, whenever one is instantiated, I'm getting an UnassignedReferenceException for rb, even though I have one attached to my prefab game object. Also, OnTriggerExit is getting called because the player is exiting my trigger sphereCollider even though they are still well within the sphere. I don't have this script attached to any other game objects.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class grenade : MonoBehaviour
 {
 
     public float blastRadius;
     public int damage;
     public float delay;
 
     private ParticleSystem explosion;
     private float explosionTime;
     private SphereCollider sphereCollider;
     private List<EnemyHealth> enemiesInRange;
     private bool playerInRange;
     private Rigidbody rb;
     private bool isThrown;
     private Transform start;
     private CapsuleCollider capsuleCollider;
 
     // Use this for initialization
     void Awake()
     {
         sphereCollider = GetComponent<SphereCollider>();
         sphereCollider.radius = blastRadius;
         explosionTime = Time.time + delay;
         enemiesInRange = new List<EnemyHealth>();
         rb = GetComponent<Rigidbody>();
         playerInRange = true;
         start = gameObject.transform;
         isThrown = false;
         explosion = GetComponent<ParticleSystem>();
         capsuleCollider = GetComponent<CapsuleCollider>();
         //Physics.IgnoreCollision(GameObject.FindGameObjectWithTag("nodecal").GetComponent<Collider>(), collider);
         Physics.IgnoreCollision(GameObject.FindGameObjectWithTag("Player").GetComponent<Collider>(), capsuleCollider);
     }
 
     // Update is called once per frame
     void Update()
     {
         //Debug.Log(playerInRange);
 
         if (!isThrown)
         {
             gameObject.transform.position = start.position;
         }
 
         if (Time.time >= explosionTime)
         {
             explode();
         }
     }
 
 
     public bool getIsThrown()
     {
         return isThrown;
     }
 
     public void OnTriggerEnter(Collider other)
     {
         if (other.tag == "enemy")
         {
             enemiesInRange.Add(other.gameObject.GetComponent<EnemyHealth>());
         }
 
         if (other.tag == "Player")
         {
             playerInRange = true;
         }
     }
 
     public void OnTriggerExit(Collider other)
     {
         //Debug.Log(other.tag);
         if (other.tag == "enemy")
         {
             enemiesInRange.Remove(other.gameObject.GetComponent<EnemyHealth>());
         }
 
         if (other.tag == "Player")
         {
             playerInRange = false;
         }
     }
 
     public void OnCollisionEnter(Collision collision)
     {
         Debug.Log(collision.gameObject.tag);
     }
 
     public void explode()
     {
         explosion.Play();
         if (enemiesInRange.Count > 0)
         {
             foreach (EnemyHealth enemyHealth in enemiesInRange)
             {
                 enemyHealth.takeDamage(damage, enemyHealth.gameObject.transform.position);
                 if (enemyHealth.getIsDead())
                 {
                     enemyHealth.dismemberLeftLeg();
                     enemyHealth.dismemberRightLeg();
                 }
             }
         }
 
         if (playerInRange)
         {
             PlayerHealth playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerHealth>();
             playerHealth.takeDamage(damage);
         }
         Destroy(gameObject, 2f);
     }
 
     public void throwGrenade()
     {
         isThrown = true;
         rb.AddForce(10, 10, 0);
     }
 }
Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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.

Follow this Question

Answers Answers and Comments

87 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Strange physics on RigidBody when Collider enabled (locked axis) 2 Answers

Is there any reason to have a rigidbody on a gameobject that doesn't have a collider? 1 Answer

Object and first-person controller's collision not being registered 1 Answer

Player stuck when jumping into a wall 0 Answers

Hitting / Mining / slashing ? 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