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Question by unity_OycUCeT0d1kX1g · Feb 04, 2021 at 09:38 PM · c#new userstupid

MissingComponentException, but only after I play,MissingComponentException, but only after playing software.

Unity, whenever I hit play, decides that it need to reset all of the Components I have set in my GetComponent() functions. Before hitting play, all my settings are fine, all set. When I hit it, I have to reset them, or else get that error by pausing, setting them, and unpausing. When I stop hitting play, they go back to what they were before I started. I'll give my code, but I don't think that's it. Thanks in advance for your help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 [RequireComponent(typeof(CharacterController))]
 
 public class EpicScript : MonoBehaviour
 {
     // Public means you can edit it in the editor, you don't have to come back here.
     public float speed = 15f;
     public float lookSpeed = 2.0f;
     public float lookXLimit = 60.0f;
     public Light placeableObject;
     public Transform Player;
     public bool LightCollected = false;
     public Light light;
     public Interaction focus;
     public Canvas Info;
     public float lightLimit;
     public float Lifelight = 10f;
     public float untilTransition = 100f;
     public float Transition = 0f;
 
     //Things that can't be public
     private float gravity = 20.0f;
 
     CharacterController characterController;
     public Camera camera;
     Vector3 moveDirection = Vector3.zero;
     Vector2 rotation = Vector2.zero;
 
     [HideInInspector]
     public bool canMove = true;
 
     void Start()
     {
         // Basic Stuff
         Cursor.lockState = CursorLockMode.Locked;
         characterController = GetComponent<CharacterController>();
         camera = GetComponent<Camera>();
         rotation.y = transform.eulerAngles.y;
         placeableObject = GetComponent<Light>();
         Player = GetComponent<Transform>();
         light = GetComponent<Light>();
         light = placeableObject;
         Info.enabled = false;
     }
 
     void Update()
     {   
         Debug.Log(Time.time);        
         // Moving
         if (characterController.isGrounded)
         {
             Vector3 forward = transform.TransformDirection(Vector3.forward);
             Vector3 right = transform.TransformDirection(Vector3.right);
             float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
             float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
             moveDirection = (forward * curSpeedX) + (right * curSpeedY);
         }
 
         moveDirection.y -= gravity * Time.deltaTime;
 
         characterController.Move(moveDirection * Time.deltaTime);
     
         if (Input.GetKeyDown(KeyCode.E))
         {
             Ray ray = camera.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             
             if(Physics.Raycast(ray, out hit, 100))
             {
                 Interaction interactable = hit.collider.GetComponent<Interaction>();
 
                 if (interactable != null)
                 {
                     SetFocus(interactable);
                     LightCollected = true;
                     Info.enabled = true;
                 }
             }
         }
     
         if (Input.GetKeyDown(KeyCode.Q) && LightCollected == true)
         {  
             Info.enabled = false;
             Destroy(Instantiate(placeableObject.gameObject, transform.position, transform.rotation), Lifelight);
         }
     }
     
     void SetFocus(Interaction newFocus)
     {
         focus = newFocus;
     }
 
     void OnTriggerEnter()
     {
         SceneManager.LoadScene("The Outside World");
     }
 }
 

,Unity, everytime that I go to run my software that I have made, resets all of the components that I have set in the editor. I don't know why, but everytime I press the Play Button, it resets only certain settings, like what Camera I'm using for a Raycast, or what object I'm placing down using Instantiate(). I'll press play, and all of the things that I had set will reset, and when I stop, all of the settings will go back to what they were. I'll give my code, but I don't think it's that. I just don't know what to do anymore. Thanks in advance!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 [RequireComponent(typeof(CharacterController))]
 
 public class EpicScript : MonoBehaviour
 {
     // Public means you can edit it in the editor, you don't have to come back here.
     public float speed = 15f;
     public float lookSpeed = 2.0f;
     public float lookXLimit = 60.0f;
     public Light placeableObject;
     public Transform Player;
     public bool LightCollected = false;
     public Light light;
     public Interaction focus;
     public Canvas Info;
     public float lightLimit;
     public float Lifelight = 10f;
     public float untilTransition = 100f;
     public float Transition = 0f;
 
     //Things that can't be public
     private float gravity = 20.0f;
 
     CharacterController characterController;
     public Camera camera;
     Vector3 moveDirection = Vector3.zero;
     Vector2 rotation = Vector2.zero;
 
     [HideInInspector]
     public bool canMove = true;
 
     void Start()
     {
         // Basic Stuff
         Cursor.lockState = CursorLockMode.Locked;
         characterController = GetComponent<CharacterController>();
         camera = GetComponent<Camera>();
         rotation.y = transform.eulerAngles.y;
         placeableObject = GetComponent<Light>();
         Player = GetComponent<Transform>();
         light = GetComponent<Light>();
         light = placeableObject;
         Info.enabled = false;
     }
 
     void Update()
     {   
         Debug.Log(Time.time);        
         // Moving
         if (characterController.isGrounded)
         {
             Vector3 forward = transform.TransformDirection(Vector3.forward);
             Vector3 right = transform.TransformDirection(Vector3.right);
             float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
             float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
             moveDirection = (forward * curSpeedX) + (right * curSpeedY);
         }
 
         moveDirection.y -= gravity * Time.deltaTime;
 
         characterController.Move(moveDirection * Time.deltaTime);
     
         if (Input.GetKeyDown(KeyCode.E))
         {
             Ray ray = camera.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             
             if(Physics.Raycast(ray, out hit, 100))
             {
                 Interaction interactable = hit.collider.GetComponent<Interaction>();
 
                 if (interactable != null)
                 {
                     SetFocus(interactable);
                     LightCollected = true;
                     Info.enabled = true;
                 }
             }
         }
     
         if (Input.GetKeyDown(KeyCode.Q) && LightCollected == true)
         {  
             Info.enabled = false;
             Destroy(Instantiate(placeableObject.gameObject, transform.position, transform.rotation), Lifelight);
         }
     }
     
     void SetFocus(Interaction newFocus)
     {
         focus = newFocus;
     }
 
     void OnTriggerEnter()
     {
         SceneManager.LoadScene("The Outside World");
     }
 }
 
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