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Question by MysticsMyth · Jun 25, 2018 at 07:15 PM · c#error message

Fix? The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object.

I cant fix this problem-

"MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object."

When I double click on it, it brings me to this area of code-

     public GameObject GetPoolObject() {
         for (int i = 0; i < pooledObjects.Count; i++) {
             // Get first non active pooled object.
             if (!pooledObjects[i].activeInHierarchy) {
                 return pooledObjects[i];
             }
         }

This line is highlighted-

             if (!pooledObjects[i].activeInHierarchy) {

Btw the type of game im making is a endless runner.

Please help ive been trying to figure it out for hours.

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Answer by MysticsMyth · Jun 25, 2018 at 09:26 PM

I solved that problem with-

 if (gameObject != null)

but there is a new error-

error CS0844: A local variable gameObject' cannot be used before it is declared. Consider renaming the local variable when it hides the member UnityEngine.Component.gameObject'

when double click on this area of code comes up-

     public GameObject GetPoolObject() {
         for (int i = 0; i < pooledObjects.Count; i++)
 
         {
             // Get first non active pooled object.
             
                 if (!pooledObjects[i].activeInHierarchy)
 
                     if (gameObject != null)
                 {
                     return pooledObjects[i];
 
                 }
         }
         

This line is highlighted-

                     if (gameObject != null)

Help please

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avatar image faiqxx · Jun 26, 2021 at 07:13 PM 0
Share

Hey do you have the answer already?

avatar image Hellium · Jun 26, 2021 at 07:19 PM 1
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  public GameObject GetPoolObject()
  {
      for (int i = 0; i < pooledObjects.Count; i++) 
      {
          // Get first non active pooled object.             
              if (pooledObjects[i] != null && !pooledObjects[i].activeInHierarchy)
              {
                  return pooledObjects[i]; 
              }
      }
  }

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Answer by Yuan-Lee · Oct 29, 2021 at 04:25 AM

the easy way:

use "try catch" could solve the problem.

 try{ 
              if (!pooledObjects[i].activeInHierarchy) {
                  return pooledObjects[i];
              }
 }
 catch{
             //continue or return
 }
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