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               Question by 
               Misthra-Games · Apr 29, 2016 at 03:51 AM · 
                c#camerafieldofview  
              
 
              object refer error
Hey! So Its giving me an error like this:

But the problem is, I'm not trying to reference any objects. Heres my code:
 using UnityEngine;
 using System.Collections;
 
 public class fiftyCalScript : MonoBehaviour {
     private GameObject pO;
     private Player pS;
     private crosshair cH;
     private GameObject _crossh;
     private GameObject primaryH;
     private GameObject secondaryH;
     private WeaponsAndDamage wAD;
     private bool zoomedIn = false;
     // Use this for initialization
 
     void Start () {
         pO = GameObject.Find ("FPSController");
         pS = pO.GetComponent<Player> ();
         wAD = pO.GetComponent<WeaponsAndDamage> ();
         primaryH = GameObject.Find ("PrimaryHolder");
         secondaryH = GameObject.Find ("SecondaryHolder");
         _crossh = GameObject.Find ("crossh");
         cH = _crossh.GetComponent<crosshair> ();
 
 
         if (secondaryH.transform.childCount != 1){
             gameObject.transform.SetParent (secondaryH.transform);
         }
         else if (wAD.getSondaryState() && secondaryH.transform.childCount == 1){
             gameObject.transform.SetParent (secondaryH.transform);
         }
         else if (wAD.getPrimaryState() && primaryH.transform.childCount == 1){
             gameObject.transform.SetParent (primaryH.transform);
         }
     }
 
     void Awake() {
 
     }
 
 
     public void damageOnActive() {
         if (gameObject.activeSelf) {
             cH.fireRate = 1000f;
             cH.semiAuto = true;
             cH.automatic = false;
             pS.setDamage (700f);
         }
     }
 
     public void switchFOV() {
         if (zoomedIn == false) {
             zoomedIn = true;
         } else if (zoomedIn == true) {
             zoomedIn = false;
         }
     }
 
 
     public void CheckFOV() {
         if (zoomedIn) {
             Camera.current.fieldOfView = 20;
         } else if (!zoomedIn) {
             Camera.current.fieldOfView = 60;
         }
 
 
     }
     //public bool checkActive() {
     //    return gameObject.activeSelf;
     //}
 
     // Update is called once per frame
     void Update () {
         if(Input.GetButtonDown("Fire2")) {
             switchFOV ();
         }
 
         CheckFOV ();
 
 
         damageOnActive ();
     }
 }
 
 
               why is this Happening??
 
                 
                cameraerror.png 
                (4.8 kB) 
               
 
              
               Comment
              
 
               
              Answer by sk8terboy4 · Apr 29, 2016 at 04:54 AM
Use Camera.main instead of Camera.current. As stated in the docs: Camera Scripting API
that game me some kind of static area. But i fixed the original problem by using a public variable
Your answer
 
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