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Question by taylom2234 · Sep 25, 2016 at 10:12 PM · nullreferenceexception

NullReference.Exveption: Object reference not set to an instance of an object

The issue appears to be with the Transform "tgt" on line 54: Could someone explain to me what I'm doing wrong?

 using UnityEngine;
 using System.Collections;
 
 public class TestEnemyScript : MonoBehaviour {
     public GameObject player;
     public float speed;
     private Transform target;
     private float vel;
 
     FieldOfView fov;
     CharacterController controller;
     Animator animator;
 
     void Start()
     {
         //store the fov componenet in a variable
         fov = GetComponent<FieldOfView>();
         //store character controller in variable
         controller = GetComponent<CharacterController>();
         //store animator in variable
         animator = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void Update ()
     {
         Anim();
         if (fov.visibleTargets != null)
         {
             foreach(Transform t in fov.visibleTargets)
             {
                 if (t.gameObject.tag == "Player") { target = t;}
             }
             Move(target);
         }
 
         if(animator.GetBool("isDying"))
         {
             StartCoroutine(Die());
         }
     }
 
     IEnumerator Die()
     {  
         yield return new WaitForSeconds(5);
         animator.SetBool("isDying", false);
         Destroy(gameObject);
     }
 
     void Move(Transform tgt)
     {
         if(animator.GetBool("isDying") == false)
         {
             /*Line 54 */ transform.position = Vector3.MoveTowards(transform.position, new Vector3(tgt.transform.position.x, transform.position.y, tgt.transform.position.z), speed * Time.deltaTime);
             transform.LookAt(new Vector3(tgt.transform.position.x, transform.position.y, tgt.transform.position.z));
         }
        
     }
 
     void Anim()
     {
         vel = controller.velocity.magnitude;
         Debug.Log(vel);
 
         //isWalking
         if (vel != 0)
         {
             animator.SetBool("isWalking", true);
         }
         else if (vel == 0)
         {
             animator.SetBool("isWalking", false);
         }
        
     }
 }
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avatar image kidmosey · Sep 25, 2016 at 10:23 PM 0
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If none of the visible targets have the player tag applied, "target" will be null.

avatar image taylom2234 · Sep 26, 2016 at 01:59 AM 0
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I fixed it by changing

 if(animator.GetBool("isDying") == false)

to

 if(animator.GetBool("isDying") == false && tgt != null)

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Answer by iabulko · Sep 26, 2016 at 05:55 AM

The problem is that when you calls Move(target); (line 34) target will be null if non of visible objects will be called "Player". Also try to avoid using foreach, instead use for . Foreach creates a new variable for each loop, and afaik if destroys it after the loop is finished, so it will always be null. That's my suggestion:

 if (fov.visibleTargets != null)
 {
     for(int i=0; i< fov.visibleTargets.length; i++)
     {
         if (fov.visibleTargets[i].gameObject.tag == "Player") 
             {
                 target = fov.visibleTargets[i];}
             }
             if(target != null)
                  Move(target);
 }
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avatar image kidmosey · Sep 26, 2016 at 08:01 AM 0
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while you are correct that variables inside a foreach loop are scoped to the foreach loop, target is a class member, so it will not be cleared when the foreach loop is finished.

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