Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Varias · Aug 16, 2012 at 10:32 PM · c#prefabnullreferenceexceptiontext file

NullReferenceException when trying to programatically populate cubes

I've been trying to build a 2d tile map generator, and I'm running into a "NullReferenceException: Object reference not set to an instance of an object" error. The problem is being pointed to here.

         grass = (GameObject)Instantiate(Resources.Load("GrassPrefab"));
         for (int i = 0; i < TestMap.map.getSize(0); i++) //error here
         {
             for (int j = 0; j < TestMap.map.getSize(1); j++)
             {
                 if(TestMap.map[j, i] == 0)
                 {
                     Instantiate(grass, new Vector3(i, j, 10), Quaternion.identity);
                 }
             }
         }

I suspect that the problem is actually how my map loads from a file here:

 enter code herevoid LoadMap()
     {
         sourceFile = new FileInfo("Assets/Resources/testmap.txt");
         reader = sourceFile.OpenText();
 
         while (true)
         {
             string[] split = reader.ReadLine().Split(new char[1] { ',' });
             List<int> numbers = new List<int>();
             int parsed;
 
             foreach (string n in split)
                 if (int.TryParse(n, out parsed))
                     numbers.Add(parsed);
 
             map.Add(numbers);
 
             if (reader.EndOfStream)
                 break;
         }
     }

Are my suspicions true, am I loading the txt file wrong? (Located in Assets/Resources folder where my prefab is) Or do I have the wrong idea as to how a prefab works; do I need a list or array of GameObjects to load each one?

Edit: further information on TestMap.map:

TestMap.map is a 2d list as defined: public static Map2d map;

 //Map2d:
 
 public class Map2d<T>
 {
     List<List<T>> matrix;
 
     public void Add(IEnumerable<T> row)
     {
         List<T> newRow = new List<T>(row);
         matrix.Add(newRow);
     }
 
     public T this[int x, int y]
     {
         get { return matrix[y][x]; }
     }
 
     public int getSize(int x)
     {
         if(x == 0)
             return matrix.Count;
         else
             return matrix[x].Count;
     }
 }
Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DaveA · Aug 16, 2012 at 10:33 PM 0
Share

How have you set Test$$anonymous$$ap in the top script?

avatar image Varias · Aug 16, 2012 at 10:38 PM 0
Share

@DaveA I've edited the question to provide more information.

avatar image ScroodgeM · Aug 23, 2012 at 07:48 PM 1
Share

insert

Debug.Log(Test$$anonymous$$ap);
Debug.Log(Test$$anonymous$$ap.map);

before line that raises error and post here what you got

avatar image lvictorino · Aug 23, 2012 at 08:28 PM 0
Share

Isn't it something around your resource loading process? Why don't you set up your "grassprefab" as a Transform field in your class? Then you would just have to Instantiate(grasseprefab) and no need to use Resource.Load anymore.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

how to CORRECTLY load all assets (using Resources.LoadAll) 1 Answer

Distribute terrain in zones 3 Answers

Tower defense target update 0 Answers

Can you call a coroutine from a script on a prefab? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges