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Question by prof3ta · Jun 12, 2014 at 07:53 PM · instantiateprefabnull

Instantiating prefab from another script. Error, prefab is null.

So I have an enemy spawner with a method to instantiate prefabs working just fine. Simplified:

 public class EnemySpawner : MonoBehaviour {
 
 public GameObject EnemyPrefab;
 
 public void setEnemies()
 {
     Instantiate (EnemyPrefab, enemyPos, rotation);
 }
 
 void Start()
 {
     setEnemies();
 }
 
 }

This works fine. But it doesnt work when I call it from a different script:

 public class Player : MonoBehaviour {
 public EnemySpawner enemyspawner;
 
 void Update(){
    if (Input.GetMouseButtonDown (0)) 
    {
       enemyspawner= new EnemySpawner();
        enemyspawner.setEnemies();
    }
 }

I keep getting this error:

ArgumentException: The prefab you want to instantiate is null.

What am I doing wrong?

Edit: So I figured that I could not create a Monobeaviour by using the New keyword .I changed it to:

 enemyspawner = gameObject.AddComponent<EnemySpawner> ();
 
 enemyspawner.setEnemies();

  

But that still wont work.

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Answer by robertbu · Jun 12, 2014 at 07:55 PM

Classes that are derived from MonoBehavior need to be components of objects. You cannot create them with the 'new' keyword. You would have to create a game object and then use AddComponent() to add the script.

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avatar image prof3ta · Jun 12, 2014 at 09:58 PM 0
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Thanks for your response. would you $$anonymous$$d show$$anonymous$$g me an example?

avatar image prof3ta · Jun 12, 2014 at 10:05 PM 0
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I tried doing this, but it still gives me the same error

 enemyspawner = gameObject.AddComponent<EnemySpawner> ();
 
 enemyspawner.setEnemies();
avatar image rutter · Jun 12, 2014 at 10:12 PM 0
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Your AddComponent call creates an EnemySpawner but doesn't initialize it. No value for EnemyPrefab has been set, so you're asking Instantiate to copy... well, nothing. That's the error.

Normally, a prefab reference might be set in the inspector, or loaded from resources.

avatar image prof3ta · Jun 12, 2014 at 10:46 PM 0
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But it is set in the inspector for EnemySpawner. I need to set it for every script that makes that function call as well?

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