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Problem refering instantiate GameObjects to detect a Raycast Collision
Hi, well, this is very simple but I have looked around other posts and though about it for a while and I don't get why it sends me the typical "Object reference not set to an instance of an object" error.
I instantiate at random positions 30 prefab objects with this line through a for loop, but that's not revelant.
Instantiate(baldosa, Vector3(nuevaX, 7, nuevaZ), Quaternion.identity);
What I want to do is to check if one of them has been instantiated at a specific position where I have put a Raycast:
Physics.Raycast(Vector3(-14, 5, 14), Vector3.up, hit, 10);
I have of course created a hit variable for the RaycastHit stuff as you have though:
private var hit: RaycastHit;
And finally we have the if statement which shows me error:
if(hit.collider.tag == "Baldosas"){
Debug.Log("Nivel Cargado");
}
else{
Invoke("CargaNivel",0);
}
Of course once again, the prefab to be instantiated has correctly the "Baldosas" tag and the raycast origin Vector3 point is a little bit under the point I want to check respect Y axis (that's why Vector3.up as direction).
The problem seems to be related with the referencing of the collider tag....
Thank you for your time.
Answer by Shoon · Apr 02, 2014 at 03:05 PM
Solved. I actually ended up just checking if there is something colliding with the ray with the lines:
if(Physics.Raycast(empty.transform.position, Vector3(0,1,0), hit, 10.0)){
Debug.Log("Nivel Cargado");
}
Also as you could have seen, I prefered to put a empty gameobject under the point I want to check.
It wasn't exactly what I was looking for but as long as it works for me it's fine.
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