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Question by JackTenSeven · Aug 22, 2016 at 06:59 AM · gameobjectsscenesfunction call

Calling a function from another script? Not WORKING?!

I'm trying to call a function from another script that is in another GameObject in another scene. This gameobject cant be DontDestroyOnLoad();

I know that this question has been asked before but every time i look it either uses DontDestroyOnLoad or the gameobject is in the same scene or people just reference an article that has been removed.

So here is my code. Script 1 referencing the function. using UnityEngine; using System.Collections;

 public class StartMinerPrefs : MonoBehaviour {
 
     void Awake()
     {
         SaveManager.savemanager.CreateFile ();
         
     }
 }

The second script that contains the function

 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 
 
 public class SaveManager : MonoBehaviour {
     public static SaveManager savemanager;
     //Need functions that dont close stream but just access the file to save other stuff.
     public void CreateFile()
     {
         if (!File.Exists (Application.persistentDataPath + "/saveFile.data")) {
             FileStream fstream = File.Create (Application.persistentDataPath + "/saveFile.data");
         } else {
             if (File.Exists(Application.persistentDataPath + "/saveFile.data"))
             {
                 BinaryFormatter binary = new BinaryFormatter();
                 FileStream fstream = File.Open(Application.persistentDataPath + "/saveFile.data", FileMode.Open);
                 VarSaveManager saver = (VarSaveManager)binary.Deserialize (fstream);
                 fstream.Close ();
 
                 DuckCounter.duckcounter.gold = saver.gold;
                 //ALL OTHER INFO//
 
 
             }
         }
 
     }
     public void Save()
     {
         BinaryFormatter binary = new BinaryFormatter ();
         FileStream fstream = File.Open (Application.persistentDataPath + "/saveFile.data", FileMode.Open);
 
         VarSaveManager saver = new VarSaveManager ();
         saver.gold = DuckCounter.duckcounter.gold;
         //ALL OTHER INFO//
 
 
         binary.Serialize(fstream, saver);
         fstream.Close ();
     }
         
 
     public void Load()
     {
         if (File.Exists(Application.persistentDataPath + "/saveFile.data"))
             {
                 BinaryFormatter binary = new BinaryFormatter();
                 FileStream fstream = File.Open(Application.persistentDataPath + "/saveFile.data", FileMode.Open);
                 VarSaveManager saver = (VarSaveManager)binary.Deserialize (fstream);
                 fstream.Close ();
 
                 DuckCounter.duckcounter.gold = saver.gold;
                 //ALL OTHER INFO//
 
     
             }
     }
     [Serializable]
     class VarSaveManager
     {
         public int gold;
         //ALL OTHER INFO//
 
     }

(THE FUNCTION IS CALLED CREATEFILE)

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Answer by LTK · Aug 22, 2016 at 08:45 AM

saveManager is null You need instance this.

 public class SaveManager : MonoBehaviour {
      public static SaveManager savemanager;
      void Awake(){
          if(saveManager != null)
                saveManager = this;
      }
 }

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Answer by aditya · Aug 22, 2016 at 07:51 AM

Tag your gameobject, that holds SaveManager script on it, to something like SM_Script and then simply call GetComponent in StartMinerPrefs ....

  public class StartMinerPrefs : MonoBehaviour {
  
      void Awake()
      {
           Gameobject.FindObjectWithTag("SM_Script").GetComponent<SaveManager>.savemanger.CreateFile ();
          
      }
  
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