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Question by Sayden96 · Feb 19, 2020 at 02:44 PM · c#collisiontrigger

My spikes don't damage the player

This show this error: NullReferenceException: Object reference not set to an instance of an object Spikes.Start () (at Assets/Spikes.cs:12) The scripts are:

Spike script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Spikes : MonoBehaviour
 {
 
     private PlayerController2D player;
 
     void Start()
     {
         player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController2D>();
     }
 
     void OnTriggerEnter2D(Collider2D col)
     {
 
         if (col.CompareTag("Player"))
         {
             player.Damage(1);
         }
     }
 }

PlayerController2D script :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerController2D : MonoBehaviour
 {
     Animator animator;
     Rigidbody2D rb2d;
     SpriteRenderer SpriteRenderer;
 
     bool isGrounded;
 
     [SerializeField]
     Transform groundCheck;
     [SerializeField]
     Transform groundCheckL;
     [SerializeField]
     Transform groundCheckR;
 
     [SerializeField]
     private float walkSpeed = 1.5f;
 
     [SerializeField]
     private float jumpSpeed = 5f;
 
     //Stats
     public int curHealth;
     public int maxHealth = 100;
 
     // Start is called before the first frame update
     void Start()
     {
         animator = GetComponent<Animator>();
         rb2d = GetComponent<Rigidbody2D>();
         SpriteRenderer = GetComponent<SpriteRenderer>();
 
         curHealth = maxHealth;
         
     }
 
     private void Update()
     {
         if(curHealth > maxHealth)
         {
             curHealth = maxHealth;
         }
         if(curHealth <= 0)
         {
             Die();
         }
     }
 
 
 
     private void FixedUpdate()
     {
         if((Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))))
 
         {
             isGrounded = true;
         }
         else
         {
             isGrounded = false;
             animator.Play("Player_jump");
         }
 
         if(Input.GetKey("d") || Input.GetKey("right"))
         {
             rb2d.velocity = new Vector2(walkSpeed, rb2d.velocity.y);
             
             if(isGrounded)
                 animator.Play("Player_walk");
 
             SpriteRenderer.flipX = false;
         }
         else if(Input.GetKey("a") || Input.GetKey("left"))
         {
             rb2d.velocity = new Vector2(-walkSpeed, rb2d.velocity.y);
 
             if (isGrounded)
                 animator.Play("Player_walk");
 
             SpriteRenderer.flipX = true;
         }
         else
         {
             if (isGrounded)
                 animator.Play("Player_idle");
 
             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
         }
 
         if(Input.GetKey("space") && isGrounded)
         {
             rb2d.velocity = new Vector2(rb2d.velocity.x, jumpSpeed);
             animator.Play("Player_jump");
         }
     }
 
     void Die() 
     {
         //Restart
         SceneManager.LoadScene(SceneManager.GetActiveScene ().buildIndex);
     }
 
     public void Damage(int dmg)
     {
         curHealth -= dmg;
     }
 
 }

HUD Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class HUD : MonoBehaviour
 {
     public Sprite[] HeartSprites;
 
     public Image HeartUI;
 
     public PlayerController2D player;
 
     void Start()
     {
         
     }
 
     void Update()
     {
         HeartUI.sprite = HeartSprites[player.curHealth];
     }
 }
 





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Answer by Sxythe · Feb 19, 2020 at 02:54 PM

Did you make sure to add the "Player" tag to your player with the PlayerController2D script?

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avatar image Sayden96 · Feb 19, 2020 at 03:01 PM 0
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You mean putting the PlayerController2D player ins$$anonymous$$d of private to public. And then put it in the editor?

avatar image Sxythe Sayden96 · Feb 19, 2020 at 03:04 PM 0
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No I mean if the object that currently has that script attached to it, has the "Player" tag on it, not that it's "Untagged".

avatar image Sayden96 · Feb 19, 2020 at 03:09 PM 0
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Yes, the label is Player on the object

avatar image Sxythe Sayden96 · Feb 19, 2020 at 03:19 PM 0
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And that object has the PlayerController2D script on it?

avatar image Sayden96 Sxythe · Feb 19, 2020 at 03:27 PM 0
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yes, it has

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Answer by hilfygame-studio · Feb 19, 2020 at 10:42 PM

the player/playercontroller probably didn't spawn when the start void was called, if you change it in the inspector you would have to do that every time so i surgest this: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Spikes : MonoBehaviour
 {
 
     private PlayerController2D player;
 
     public float damage;
 
     void Update()
     {
         if(player == null)
         {
             player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController2D>();
         }
     }
 
     void OnTriggerEnter2D(Collider2D col)
     {
 
         if (col.CompareTag("Player"))
         {
             player.Damage(damage);
         }
     }
 }
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