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Question by jackspedicey · Jul 03, 2017 at 05:36 PM · c#scripting problemtutorials

CS0122 Error: Inaccessable due to protection level

"Assets/Scripts/GameManager.cs(22,25): error CS0122: `BoardManager.SetupScene(int)' is inaccessible due to its protection level" I've spent an hour reading comments and already answered quostions trying to solve this. I did everything like told in a part 5 of 14 of the 2D Roguelike tutorial and got stuck. Nobody else seem to have this problem.

GameManager script where boardScript.SetupScene(level); part gets highlighted.

 using System.Collections;
 using UnityEngine;
 
 
     public class GameManager : MonoBehaviour
     {
 
         public BoardManager boardScript;
 
         private int level = 3;
 
         // Use this for initialization
         void Awake()
         {
             boardScript = GetComponent<BoardManager>();
             InitGame();
         }
 
         public void InitGame()
         {
             boardScript.SetupScene(level);
         }
 
         // Update is called once per frame
         void Update()
         {
 
         }
     }
 

(And this is my BoardManager script if it helps. I was just following a tutorial)

 using System.Collections;
 using System;
 using UnityEngine;
 using System.Collections.Generic;
 using Random = UnityEngine.Random;
 
 public class BoardManager : MonoBehaviour
 {
     [Serializable]
     public class Count
     {
         public int minimum;
         public int maximum;
 
         public Count(int min, int max)
         {
             minimum = min;
             maximum = max;
         }
     }
 
     public int columns = 8;
     public int rows = 8;
     public Count wallCount = new Count(5, 9);
     public Count foodCount = new Count(1, 5);
     public GameObject exit;
     public GameObject[] floorTiles;
     public GameObject[] wallTiles;
     public GameObject[] foodTiles;
     public GameObject[] enemyTiles;
     public GameObject[] outerWallTiles;
 
     private Transform boardHolder;
     private List<Vector3> gridPositions = new List<Vector3>();
 
     void InitialiseList()
     {
         gridPositions.Clear();
 
         for (int x = 1; x < columns - 1; x++)
         {
             for (int y = 1; y < rows - 1; y++)
             {
                 gridPositions.Add(new Vector3(x, y, 0f));
             }
         }
     }
 
     void BoardSetup()
     {
         boardHolder = new GameObject("Board").transform;
 
         for (int x = -1; x < columns + 1; x++)
         {
             for (int y = -1; y < rows + 1; y++)
             {
                 GameObject toInstantiate = floorTiles[Random.Range(0, floorTiles.Length)];
                 if (x == -1 || x == columns || y == -1 || y == rows)
                     toInstantiate = outerWallTiles[Random.Range(0, outerWallTiles.Length)];
 
                 GameObject instance = Instantiate(toInstantiate, new Vector3(x, y, 0f), Quaternion.identity) as GameObject;
 
                 instance.transform.SetParent(boardHolder);
             }
         }
     }
 
     Vector3 RandomPosition()
     {
         int randomIndex = Random.Range(0, gridPositions.Count);
         Vector3 randomPosition = gridPositions[randomIndex];
         gridPositions.RemoveAt(randomIndex);
         return randomPosition;
     }
 
     void LayoutObjectAtRandom(GameObject[] tileArray, int minimum, int maximum)
     {
         int objectCount = Random.Range(minimum, maximum + 1);
         for (int i = 0; i < objectCount; i++)
         {
             Vector3 randomPosition = RandomPosition();
             GameObject tileChoice = tileArray[Random.Range(0, tileArray.Length)];
             Instantiate(tileChoice, randomPosition, Quaternion.identity);
         }
     }
 
     void SetupScene(int level)
     {
         BoardSetup();
         InitialiseList();
         LayoutObjectAtRandom(wallTiles, wallCount.minimum, wallCount.maximum);
         LayoutObjectAtRandom(foodTiles, foodCount.minimum, foodCount.maximum);
         int enemyCount = (int)Mathf.Log(level, 2f);
         LayoutObjectAtRandom(enemyTiles, enemyCount, enemyCount);
         Instantiate(exit, new Vector3(columns - 1, rows - 1, 0f), Quaternion.identity);
     }
 }

Thank you for your time!

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Answer by tanoshimi · Jul 03, 2017 at 05:37 PM

To call a function from another script, it needs to be made public. So line 87 of your BoardManager script should read:

 public void SetupScene(int level)

(as it is in the tutorial)

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avatar image jackspedicey · Jul 03, 2017 at 06:29 PM 0
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Haha I feel pretty stupid now. THAN$$anonymous$$ YOU VERY VERY $$anonymous$$UCH! You saved me!

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