Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by areFranz · Apr 18, 2014 at 07:37 PM · c#gameobjectinstantiateerrormessage

GameManager class doesn't accept GameObject.Find()

Hi All! I'm makeing a little game in a 3D village with 2D interior scenes (one for each building)... I'm starting with a GameManager componnent to manage the global members and methods like StartNewGame(), LoadGame(), SetGlobalVolume() and memebr like xPosition, yPosition, GameObjects[] arrayOfFoundObjects ecc.. All that after a little Intro scene that is a 10 seconds video (cam animation). When video is finished, there is a call to:

 Application.LoadLevel ("Village");
 
 DontDestroyOnLoad (GameManager.Instance);
 GameManager.Instance.StartState ();
 

So, after the Intro i have the: public void StartState () {...} in which i have the member: Transform player; that in StartState() i have to set its value to: GameObject.Find ("Player").transform; so i can disable the MouseLook and the Camera components of the Player (FPS Input Controller) to stop the player and show the main menu.

The Unity compiler give me that error:

NullReferenceException: Object reference not set to an instance of an object GameManager.StartState () (at Assets/Scripts/GameManager.cs:39)

where the line is:

GameObject.Find ("Player").transform.GetComponent().enabled = false;

What can I do?

Thanks in advance

PS The GameManager is instantiated in the Village scene where i have the Player object and not in the Intro scene.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image fafase · Apr 18, 2014 at 07:40 PM 0
Share
  GameObject.Find ("Player").transform.GetComponent().enabled = false;

this line is missing the type in the GetComponent, is it there in the script though?

avatar image areFranz · Apr 18, 2014 at 08:09 PM 0
Share

Sorry for the error... no in the script there is the component too:

 GetComponent<$$anonymous$$ouseLook>().enabled = false;

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

AddComponent() causes a "trying to create a MonoBehaviour using the 'new' keyword" warning 2 Answers

C# Check If Gameobject is within Collider 1 Answer

Refering to gameobject script is attached to 1 Answer

C# GameObjects Instantiate Into Each Other Issue 1 Answer

C# Preserving GameObjects' Previous Meshes 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges