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Question by SPOTNINJADUD7890 · Oct 07, 2016 at 10:33 AM · c#networkingunity5multiplayer-networking

I am getting Object reference not set to an instance of an object when the player spawns.

When my player spawns it enables all the stuff that only the local client needs to use like the movement and shooting script. but then it gets a playerpref of if they wanted to equip the hat or not and if they do it sets it true locally but then it gives me the error on line 111 Object reference not set to an instance of an object. and it does not enable the hat for everyone. I am using photonnetwork but a solution using unity network i could turn into photon myself. please help!

Also its trying to find the GO hatcos witch is suppose to set itself to the child Hat of the instantiated game object.

Thank you in advance.

 using UnityEngine;
 using System.Collections.Generic;
 
 public class NetworkManager : MonoBehaviour {
 
     public GameObject standbyCamera;
     SpawnSpot[] spawnSpots;
 
     bool connecting = false;
 
     public float respawnTimer = 0;
 
     private int Hat = 0;
     public GameObject HatCos;
 
     void Start () {
         spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
         PhotonNetwork.player.name = PlayerPrefs.GetString ("Username", "Enter Name");
         Hat = PlayerPrefs.GetInt ("Hat");
     }
 
     void OnDestroy(){
         PlayerPrefs.SetString ("Username", PhotonNetwork.player.name);
     }
 
     void Connect() {
             PhotonNetwork.ConnectUsingSettings ("MultiFPS v001");
 
     }
 
     void OnGUI( ) {
         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString() );
 
         if (GUI.Button (new Rect (200, 0, 300, 30), "Respawn or press p DO NOT WHEN ALIVE")) {
             SpawnMyPlayer ();
         }
 
         if (PhotonNetwork.connected == false && connecting == false) {
             GUILayout.BeginArea (new Rect(0,0, Screen.width, Screen.height));
             GUILayout.BeginHorizontal ();
             GUILayout.FlexibleSpace ();
             GUILayout.BeginVertical ();
             GUILayout.FlexibleSpace ();
 
             GUILayout.BeginHorizontal ();
             GUILayout.Label ("Username: ");
             PhotonNetwork.player.name = GUILayout.TextField (PhotonNetwork.player.name);
             GUILayout.EndHorizontal ();
         
 
         
             if (GUILayout.Button ("Single Player")) {
                 connecting = true;
                 PhotonNetwork.offlineMode = true;
                 OnJoinedLobby ();
             }
 
             if (GUILayout.Button ("Multi Player")) {
                 connecting = true;
                 Connect ();
             }
             GUILayout.FlexibleSpace ();
             GUILayout.EndVertical ();
             GUILayout.FlexibleSpace ();
             GUILayout.EndHorizontal ();
             GUILayout.EndArea ();
         }
     }
 
     void OnJoinedLobby() {
         Debug.Log ("OnJoinedLobby");
         PhotonNetwork.JoinRandomRoom ();
     }
 
     void OnPhotonRandomJoinFailed(){
         Debug.Log ("OnPhotonRandomJoinFailed");
         PhotonNetwork.CreateRoom (null);
     }
 
     void OnJoinedRoom(){
         Debug.Log ("OnJoinedRoom");
         connecting = false;
         SpawnMyPlayer ();
     }
 
     void SpawnMyPlayer(){
         if (spawnSpots == null) {
             Debug.LogError ("WTF?");
             return;
         }
         SpawnSpot mySpawnSpot = spawnSpots [Random. Range(0, spawnSpots.Length)];
         GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate ("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
         standbyCamera.SetActive(false);
         ((MonoBehaviour)myPlayerGO.GetComponent("FirstPersonController")).enabled = true;
         ((MonoBehaviour)myPlayerGO.GetComponent("PlayerShooting")).enabled = true;
         myPlayerGO.transform.FindChild ("FirstPersonCharacter").gameObject.SetActive (true);
         myPlayerGO.transform.FindChild ("Gun").gameObject.SetActive (false);
         myPlayerGO.transform.FindChild ("Face").gameObject.SetActive (false);
         myPlayerGO.transform.FindChild ("Minimap tag Red").gameObject.SetActive (true);
         if (Hat == 0){
             Debug.Log ("Hat = false");
             return;
         }else{
             myPlayerGO.transform.FindChild ("Hat").gameObject.SetActive (true);
             HatEnable ();
         }
     }
 
     [PunRPC]
     void HatEnable(){
         GameObject HatCos = transform.FindChild ("Hat").gameObject;
         HatCos.transform.FindChild ("Hat").gameObject.SetActive (true);
     }
 
     void Update (){
         if (Input.GetKeyDown ("p")) {
             SpawnMyPlayer ();
 
         }
     }
 }
 
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avatar image Zodiarc · Oct 07, 2016 at 10:58 AM 0
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Is there a hat child? And why do you seatch for a hat child in the hat child? This doesn't make sense to me.

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Answer by Sergio7888 · Oct 07, 2016 at 01:05 PM

you are using the NetworkManager transform.


void HatEnable(){
GameObject HatCos = myPlayerGO.transform.FindChild ("Hat").gameObject;
You need use the player transform

void HatEnable(GameObject myPlayerGO){
GameObject HatCos = myPlayerGO.transform.FindChild ("Hat").gameObject;
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avatar image SPOTNINJADUD7890 · Oct 07, 2016 at 09:27 PM 0
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TY SO $$anonymous$$UCH! you are a life saver!

just dont forget to set the call HatEnable(); to HatEnable(myPlayerGO);

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Answer by SPOTNINJADUD7890 · Oct 08, 2016 at 07:08 PM

New problem. I need to know how to enable the hat for only the newest instantiated object not every player on the server.

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