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 JayFitz91 · Aug 17, 2014 at 03:05 PM · getcomponentdisable

What am I doing wrong when disabling a script?

Here is my code, i simply want to disable a script upon startup but I'm having serious issues with it. I've been following another post http://answers.unity3d.com/questions/548362/enabledisable-script-from-another-script-c.html

I'm following it step by step but still seem to be having trouble :/

Here is the code:

 public moveTowardsPlayer movement;
 
     void Start()
     {
         movement = GetComponent<moveTowardsPlayer>();
         movement.enabled = false;
     }

I just want to disable the moveTowardsPlayer script when the scene begins but I get this error: Object reference not set to an instance of an object

Can anyone shed some light for me?

Comment
Add comment · Show 3
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 robertbu · Aug 17, 2014 at 03:42 PM 0
Share

Likely your GetComponent() is failing to find the 'moveTowardsPlayer' component. Is the 'moveTowardsPlayer' script attached to the same game object as this script? Any change this script is attached to more than one game object, and one of those does not have a 'moveTowardsPlayer' script?

avatar image JayFitz91 · Aug 17, 2014 at 03:45 PM 0
Share

The moveTowardsPlayer script is not on the same object as this no. I have a few objects in the scene and the moveTowardsPlayer script is attached to 4 of them. That must be it so? How would i make reference to them?

avatar image kumarc123 · Aug 17, 2014 at 03:48 PM 0
Share

Solution is to check whether you are running the script on the same object which has moveTowardsPlayer component.

If its not, try to attach the script on that object.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Joxno · Aug 17, 2014 at 04:53 PM

The problem here is that your moveTowardsPlayer script MUST be present on the same game object that this script is attached to due to the reason that GetComponent retrieves a component from 'this' gameObject.

If GetComponent does not find a script it returns null, therefore when you do movement.enabled = false; movement does not have a reference therefore giving you the object reference error.

The solution to this is to first retrieve the gameObject that moveTowardsPlayer is present on, and then disable the script.

 movement = GameObject.Find("Player").GetComponent<moveTowardsPlayer>();
 movement.enabled = false;
Comment
Add comment · Show 1 · Share
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 JayFitz91 · Aug 17, 2014 at 08:00 PM 0
Share

Ah I see now, I thought it just disabled the script as if it were a global event. Thanks for the input Joxno

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

24 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 avatar image avatar image avatar image avatar image

Related Questions

Disable SCRIPT HELP!!!! 1 Answer

Can Only Reference My Own Scripts 1 Answer

Disable a GameObjects scripts knowing only the GameObjects name 3 Answers

Can someone translate C# to Javascript? 2 Answers

Accesing script from newly instantiated game object 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