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Question by LPGaming · Jan 14, 2013 at 10:57 PM · c#errorcomponent

Object Reference not set to instance of object

Here's the code

 using UnityEngine;
 using System.Collections;
 
 public class NPCComponent : MonoBehaviour {
     
     public NPCHealthHandler nph;
     public NPCStats nps;
     public NPCCollisionHandler npch;
     
     // Use this for initialization
     void Start () {
         nph.GetComponent<NPCHealthHandler>();
         nps.GetComponent<NPCStats>();
         npch.GetComponent<NPCCollisionHandler>();
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }


errors pulling on the line npch.GetComponent();

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Answer by LPGaming · Jan 15, 2013 at 12:05 AM

Fixed it, was using GetComponent instead of AddComponent, because I was feeling stupid.

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Answer by Lovrenc · Jan 14, 2013 at 10:59 PM

It seems like you didnt set npch in your inspector.

Other than that, why are you serching for those components if you never save the reference?

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avatar image LPGaming · Jan 14, 2013 at 11:58 PM 0
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I'm using handlers for everything, they are all called in other scripts. That way I don't have to have a separate script for each NPC, Object, etc. I have a handler that sets all of a NPC's stats, one that handles all their health, and one that handles all the NPC based collision, and for the player side (Which has no errors) I have AttackHandler,StatHandler,CollisionHandler,$$anonymous$$ovementHandler,InterfaceHandler

avatar image LPGaming · Jan 14, 2013 at 11:59 PM 0
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Also, I don't use the inspector, the point of this script is to make it so I don't have to.

avatar image LPGaming · Jan 15, 2013 at 12:05 AM 0
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I was being an idiot and using GetComponent ins$$anonymous$$d of Add, my bad, Thanks thought

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