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This question was closed Aug 11, 2017 at 11:48 AM by pmduda for the following reason:

The question is answered, right answer was accepted

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Question by pmduda · Aug 11, 2017 at 09:54 AM · c#gameobjectsetactive

Reenabling GameObject with SetActive - NullReferenceException

Hi!

I'm trying to enable a gameobject, that was disabled earlier by the same script. Here is my starting scene setup:scene setup

Action is as follow:

  1. When clicked on any planet under the system GameObject, system GameObject is SetActive to false. Corresponding planet under planets GameObject is SetActive to true.

  2. When clicked on planet under the planets GameObject it is SetActive to false, and system GameObject is SetActive to true.

However, that last action generates:
NullReferenceException: Object reference not set to an instance of an object planetClick.OnMouseDown () (at Assets/Scripts/planetClick.cs:36) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32)

Here is my code, please help :)

 public class planetClick : MonoBehaviour {
 
     private GameObject solarSystem;
     private GameObject Planets;
     private GameObject planet;
     private string clickedPlanetName;
     private string clickedPlanetTag;
 
     void Awake()
     {
         solarSystem = GameObject.FindGameObjectWithTag("SolarSystem");
         Planets = GameObject.FindGameObjectWithTag("Planets");
     }
 
 
     void OnMouseDown()
 
     {
         clickedPlanetName = gameObject.name;
         clickedPlanetTag = gameObject.tag;
 
         if (clickedPlanetTag == "Big")
         {
             solarSystem.SetActive(false);
             Planets.transform.Find(clickedPlanetName).gameObject.SetActive(true);
             Planets.transform.Find("planetsSL").gameObject.SetActive(true);
         }
         else
         {
             Planets.transform.Find(clickedPlanetName).gameObject.SetActive(false);
             Planets.transform.Find("planetsSL").gameObject.SetActive(false);
             solarSystem.SetActive(true);
         }
     }
 }

scenesetup.jpg (57.2 kB)
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avatar image Penca53 · Aug 11, 2017 at 10:54 AM 0
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Why you used "Big" tag in if statement?

avatar image pmduda Penca53 · Aug 11, 2017 at 11:00 AM 0
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This tag distinguish between planets rendered in solar system (with tag Big) and alone (without tag Big). When planet clicked in solar system is clicked (so with tag Big), solar system should disappear (and it does) and planet alone appear (and it does). Then, when planet shown alone is clicked (without tag Big) it should disappear (and it does) and solar system appear (and it doesn't).

avatar image Penca53 · Aug 11, 2017 at 11:50 AM 0
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What are systemSL and planetSL? And Where is this script ( in which object/s )?

avatar image pmduda Penca53 · Aug 11, 2017 at 11:52 AM 0
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Spot Lights. Script is on all planets.

avatar image Penca53 pmduda · Aug 11, 2017 at 11:53 AM 0
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Planets in System object and Planets object or only in Planets object

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Best Answer

Answer by pmduda · Aug 11, 2017 at 11:48 AM

OK - I found the problem - object on which I clicked to reenable solar system was enabled after solar system was disabled.

So changing the if statement into this solved the problem:

 if (clickedPlanetTag == "Big")
         {
             Planets.transform.Find(clickedPlanetName).gameObject.SetActive(true);
             Planets.transform.Find("planetsSL").gameObject.SetActive(true);
             solarSystem.SetActive(false);
         }
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