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Question by daymont87 · Jan 10, 2013 at 07:16 PM · objecttagfinddisabled

FindGameObjectsWithTag check gameObject disabled?

Hello! I use scpipt below for automatic aiming at the nearest target. But when i disabled(or destroy) my target, unity report me "IndexOutOfRangeException: Array index is out of range."

I guess, that i need add check disabled or not my target, but i don't understant how do that, if i try check player2.active == false - it always write "true", even if i destroy it, help me please!!!

 var waypoints: GameObject[] ;
 var player2: GameObject[] ;
 var player3: GameObject[] ;
    
 function Update () {
 
     player2 = GameObject.FindGameObjectsWithTag("Player2"); 
     player3 = GameObject.FindGameObjectsWithTag("Player3"); 

     var waypoints = new GameObject[player2.length + player3.length];
     waypoints[0] = player2[0] ; 
     waypoints[1] = player3[0] ;
                     
     var closest: GameObject; 
     var closestDist = Mathf.Infinity; 
 
     for (waypoint in waypoints) { 
         if(waypoint == "ComputerCar"){print("sefef");}
         var dist = (transform.position - waypoint.transform.position).sqrMagnitude; 
         
         if (dist < closestDist) { 
             closestDist = dist; 
             closest = waypoint; 
             }
     } 
     transform.LookAt(closest.transform);




Destroy script

 function Detonate () {
     
     gameObject.active = false;
     Invoke("RecoverDelay", 2);
     Invoke("HealtDelay", 5);
     
     // Create the explosion
     if (explosion)
         Instantiate (explosion, transform.position, transform.rotation);
 }
 
 function RecoverDelay (){
     gameObject.active = true;
 }
 
 function HealtDelay (){
     hitPoints = 100.0;
 }
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avatar image PAEvenson · Jan 10, 2013 at 07:41 PM 0
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this code doesnt contain the part where you destroy or disable the object....can you upload that?

avatar image daymont87 · Jan 10, 2013 at 07:53 PM 0
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Sure! I etid my post. I add part, wich disabled gameObject

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Answer by PAEvenson · Jan 10, 2013 at 08:20 PM

replace

 waypoints[0] = player2[0] ; 
 waypoints[1] = player3[0] ;


with

 if(player2 != null) waypoints[0] = player2[0] ; //waypoints[0] = player2[0] ; 
 if(player3 != null) waypoints[1] = player3[0] ; //waypoints[0] = player2[0] ;   

I would even Change FindObjectsWithTag to FindWithTag, because I am assuming there will only be 1 player2 instance and 1 player3 instance in the scene.

The FindWithTag function will return null if no object is found(FindObjectsWithTag works the same way too, it returns null if no objects are found). It will not find disabled objects either.

Here is the reference: http://docs.unity3d.com/Documentation/ScriptReference/GameObject.FindWithTag.html

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avatar image daymont87 · Jan 10, 2013 at 08:39 PM 0
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Yeah, it helps, thanks!) But for now unity report another error, when my object was disabled:

NullReferenceException: Object reference not set to an instance of an object LookAt.Update()

in this line (var dist = (transform.position - waypoint.transform.position).sqr$$anonymous$$agnitude;)

avatar image daymont87 · Jan 10, 2013 at 08:49 PM 0
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Looks like i understand how fix it - if == null - just put some other existing object=) Thank you very much!!))

avatar image PAEvenson · Jan 10, 2013 at 08:52 PM 1
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 player2 = GameObject.FindGameObjectsWithTag("Player2"); 
  player3 = GameObject.FindGameObjectsWithTag("Player3"); 
 
     var waypoints = new GameObject[2];
     if(player2 != null) waypoints[0] = player2[0] ;
     if(player3 != null) waypoints[1] = player3[0] ;
 
     var closest: GameObject; 
     var closestDist = $$anonymous$$athf.Infinity; 
 
     for (waypoint in waypoints) { 
         if(waypoint == null) continue;
         
         if(waypoint == "ComputerCar"){print("sefef");}
         var dist = (transform.position - waypoint.transform.position).sqr$$anonymous$$agnitude; 
 
         if (dist < closestDist) { 
             closestDist = dist; 
             closest = waypoint; 
             }
     } 
     if(closest != null) transform.LookAt(closest.transform);

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