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still trying to access a destroyed transform...
hi i'm sorry if its a stupid question but i only asked because i couldn't solve it.
the error:MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Component.get_transform () (at C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/Editor/UnityEngineComponent.cs:21) RedSolder.WhereToLook () (at Assets/RedSolder.js:90) RedSolder.Update () (at Assets/RedSolder.js:26)
i know what the error means i just cant find out what part of the script its coming from, any help is appreciated
#pragma strict
var Health:float=10;
var speed:float=1;
var range:float=5;
private var hit : RaycastHit;
var wheretolook:Transform;
private var lastUpdate:float=0;
private var EnemyBase:GameObject;
private var RotateSpeed:float=10;
function Start () {
EnemyBase=GameObject.FindWithTag("BlueBase");
wheretolook=EnemyBase.transform;
}
function Update () {
//defining the closest enemy few times a second
var ClosestEnemy = Vector3.Distance(FindClosestEnemy().transform.position, transform.position);
//always running these functions so the variables arnt null
FindClosestEnemy();
WhereToLook();
Debug.DrawRay(transform.position , transform.forward * 8 , Color.white);
//this is to avoid colliding and going throigh team mates
if(Physics.Raycast(transform.position, transform.forward,hit, range)){
//if its a team mate then rotate away
if(hit.transform.tag =="Red"){
RotateAway();
}
}
//if the enemy is closer then 8
if(ClosestEnemy<8) {
//and if hes in range then attack
if(ClosestEnemy<=range){
Attack();
}
//if not in range then move in more
else{
transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime);
}
//this makes sure that we have something to look at
wheretolook=FindClosestEnemy().transform;
}//if the enmey is not closer then 8 then move into their base
else{
transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime);
wheretolook=EnemyBase.transform;
}
//if we have nothing to look at then make the base the primary target
if(wheretolook ==null){
wheretolook=EnemyBase.transform;
transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime);
}
//this is self explanatory
if(Health<=0){
Destroy(this.gameObject);
}
}
function RotateAway(){
transform.Rotate(Vector3.up, -170*RotateSpeed* Time.smoothDeltaTime);
}
function WhereToLook(){
var rotate = Quaternion.LookRotation(wheretolook.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime *0.4);
}
function Attack(){
if(Time.time - lastUpdate >= 1f){
FindClosestEnemy().SendMessageUpwards("ApplyDamage", 1, SendMessageOptions.DontRequireReceiver);
lastUpdate = Time.time;
}
}
//thi is where other enemys call in to give damage
function ApplyDamage (damage : float) {
Health-=damage;
}
function FindClosestEnemy () : GameObject {
// Find all game objects with tag Enemy
var gos : GameObject[];
gos = GameObject.FindGameObjectsWithTag("Blue");
var closest : GameObject;
var distance = Mathf.Infinity;
var position = transform.position;
// Iterate through them and find the closest one
for (var go : GameObject in gos) {
var diff = (go.transform.position - position);
var curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
Each error comes with some numbers, the row and column of where its at in the script. So give us those first, and then we can analyze the code and check WHY its throwing that.
Some more points:
In line 21 FindClosestEnemy could return null if no enemy is found, so FindClosestEnemy().transform will cause a problem in this case.
In line 25 you call FindClosestEnemy but you ignore it's return value so it's useless.
You should save the enemy reference you get from FindClosestEnemy in a member variable and check if you actually have an enemy.
In WhereToLook you should check if "wheretolook" is null.
Answer by Bunny83 · Jun 28, 2013 at 06:39 AM
This should give you all information you need:
"RedSolder.WhereToLook () (at Assets/RedSolder.js:90) RedSolder.Update () (at Assets/RedSolder.js:26)"
So the exception has been caught in Update at line 26. There you call the function WhereToLook. Furthermore it tells you that the error was inside the function WhereToLook in line 90, however it seems you edited the script because line 90 is outside the function. So i guess the actual line is line 80 because the error comes from:
UnityEngine.Component.get_transform
So your problem comes from this statement:
wheretolook.transform.....
because the object referenced by wheretolook doesn't exist anymore, therefore you can't get the transform component from it.
which is the getter of a components transform property
oh ya i get it, thats for ur help.... to get ride of the error if anyone is interested.. i added if(wheretolook == null){ wheretolook = EnemyBase.transform; }
Answer by PangeaMMO · Jun 28, 2013 at 06:30 AM
Have you tried changing
Destroy(this.gameObject);
to
Destroy(gameObject);
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