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Question by
JoltenDev · Oct 23, 2021 at 06:20 AM ·
scripting problemgameobjectreferenceactivestate-machine
GameObject is not activating from StateMachineBehavior script
I'm trying to reference "Hitbox" GameObject that's in the scene and activate it when the animation begins. I run into this error though, "Object reference not set to an instance of an object." I'm not sure why this happens and I have no idea how to fix it. Please help!
private GameObject hitbox;
private GameObject hand;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
hitbox = GameObject.Find("Hitbox");
hand = GameObject.Find("LeftHand");
hitbox.SetActive(true);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
hitbox.transform.localScale = new Vector3(1, 1, 1.2f);
hitbox.transform.position = new Vector3(hand.transform.position.x, hand.transform.position.y, hand.transform.position.z);
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
hitbox.SetActive(false);
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
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