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 W.C. · Jun 15, 2014 at 04:39 PM · editor-scripting

Created a new C# class via editor script, but error arise when I attempt to add the new component to a gameobject

I created a class via editor script, something similar to

 string path = "Assets/Script/NewClass.cs";
 using (StreamWriter sw = new StreamWriter(path)) {
     sw.WriteLine("using UnityEngine;");
     sw.WriteLine("using System.Collections;");
     sw.WriteLine("");
     sw.WriteLine("public class NewClass : MonoBehaviour {");
     sw.WriteLine("    blah blah blah...");
     sw.WriteLine("}");
 }
 AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
 AssetDatabase.Refresh();

Then later in the same function

 GameObject newGameObject = new GameObject("NewGameObject");
 newGameObject.AddComponent("NewClass");

Weird error message shows up, indicating the line 'newGameObject.AddComponent("NewClass");' is problematic.

 klass != SCRIPTING_NULL

Any idea on this? Thanks in advance.

Comment
Add comment · Show 1
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 komodor · Aug 26, 2014 at 01:44 PM 0
Share

is you use the class manually (attach it to gameobject) does it work ? i am using class creation for storing mecanim state infos, becase they are not accesible in runtime, but it's not monobehaviour i produce, and i refresh manually and everything works

my guess is there's just something missing in the class

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by thedarknomad · Aug 24, 2014 at 12:57 PM

That's an assertion when the class is not found (at least it was in my case). Are you sure the name is correct ? I had this issue when I created a class, renamed the class and forgot to rename the file as well and I accidentally called AddComponent() with the incorrect name.

Comment
Add comment · Share
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
0

Answer by Leslie-Young · Jan 17, 2015 at 02:36 PM

Unity needs to import and compile the script before you can use it.

That happens after your call to ImportAsset and AssetDatabase.Refresh. I'm not sure about the exact timing but it is not before Refresh returns so by the time you try to use the script it is not yet ready.

For my own solution I tried to hook into the EditrApplication.update to check when EditrApplication.isCOmpiling is triggered and done but a problem arise since the editor script is also recompiled and thus the callback is destroyed.

The final solution for me was to write data to an asset file that I could check when my editor scripts are back up (using InitializeOnLoad to get the editor script to run) and then to add the script from info in this asset file.

Comment
Add comment · Share
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

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Auto switch max size of a selected texture in Project window 0 Answers

Updating object on inspector value changes in editor 1 Answer

Creating graphs with nodes and edges in the editor (diagrams) 1 Answer

EditorWindow visibility 0 Answers

Adding/removing objects in editor mode 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