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Instantiating prefabs and then moving a gameobject to them
Basically i have a gun that shoots 2 portals, they each have there own portal script attached to them and when a player walks into the trigger it moves them to the other portal
the problem i am having is that they aren't detecting each other correctly after i have instantiated them " NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetProperty (System.Object target, System.String name) UnityScript.Lang.UnityRuntimeServices.GetProperty (System.Object target, System.String name) portal1.OnTriggerEnter (UnityEngine.Collider player) (at Assets/portal1.js:23) "
Thats the error, i've played around with it a bit and i get that error or similar errors
this is the code im using ( the other portal uses the same code but with everywhere that it says Portal2 it says Portal1
var Portal2 : GameObject;
function Start ()
{
// Portal2 = GameObject.Find("Portal2");
}
function Update()
{
Portal2 = GameObject.Find("Portal2(Clone)");
}
function OnTriggerEnter(player:Collider)
{
Debug.Log ("player position" + player.gameObject.transform.position);
//Debug.Log ( "portal 2 position" + Portal2.gameObject.transform.position);
Debug.Log("trigger is working");
if (player.gameObject.tag == "Player")
{
Debug.Log("you moved");
player.GameObject.transform.position = Portal2.GameObject.transform.position;
}
}
//Destroy (gameObject, 5);
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