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Question by MithosAnnar · Feb 20, 2012 at 02:36 PM · objectinventoryuppick

Picking up an object

I am getting from what I can see a very bazar error telling me that AddToInventory has no receiver.

Sending the information script:

 if (canLoot2 == true) {
    
 if (GUI.Button( Rect( 280, 70, 50, 50), thing2Texture)) {
 
    Instantiate(thing2, transform.position, Quaternion.identity);
    
    thing2.SendMessage ("AddToInventory");
       
    canLoot2 = false;
       
 }
 
 }

AddToInventory function (belongs to the item):

 function AddToInventory () {
 
    var inventory = player.GetComponent(Inventory);
    
 if (inventory != null) {
       
    inventory.AddItem(this);  
       
    isTrigger = true;
    
    renderer.enabled = false;
    
    transform.position = inventory.transform.position;
    
 }
 
 }
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avatar image Jessy · Feb 21, 2012 at 12:44 PM 0
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http://dictionary.reference.com/browse/bizarre

avatar image MithosAnnar · Feb 21, 2012 at 02:07 PM 0
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bizarre*

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Answer by JinxM · Feb 21, 2012 at 01:16 AM

thing2 is the name of the prefab, not the name of the Instantiated instance of the prefab.

Change the 2 lines in the original code to:

var aThing = Instantiate(thing2, transform.position, Quaternion.identity); aThing.SendMessage ("AddToInventory");

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avatar image MithosAnnar · Feb 21, 2012 at 10:09 AM 0
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Thanks a lot!

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Answer by jamiller · Feb 20, 2012 at 05:03 PM

I think you want to change your instantiate and sendMessage lines to look something like this:

 var newThing = Instantiate(thing2, transform.position, Quaternion.identity);
 newThing.SendMessage("AddToInventory");

thing2 is a reference to the object to be instantiated, not the newly instantiated object... you need to store the new object in a variable (newThing in my example)

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avatar image MithosAnnar · Feb 21, 2012 at 10:10 AM 0
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This is correct to +1!

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