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Question by Vox Nephila · Feb 09, 2013 at 04:10 AM · c#errorarrayobject

Object reference not set to an instance of an object

 using UnityEngine;
 using System.Collections;
 
 public class enemySpawner : MonoBehaviour {
     
     private int c;
     private Vector3[] spawnPoints;
 
     void Awake() {
         BoxCollider b = gameObject.collider as BoxCollider;
         
         for (int x = 0; x <= b.size.x; x++) {
             for (int z = 0; z <= b.size.z; z++) {
                 spawnPoints[c] = new Vector3(x, 0, z);   //this is where I get the error
                 c++;
             }
         }
         print(spawnPoints);
     }
 }

And the full error:

 NullReferenceException: Object reference not set to an instance of an object
 enemySpawner.Awake () (at Assets/Scripts/enemySpawner.cs:14)

What am I missing? As far as I can tell, the code is correct. I guess C# is just extremely picky. I'm sure this is a very easy fix, thanks in advance.

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Answer by Dave-Carlile · Feb 09, 2013 at 04:12 AM

You've declared a spawnPoints array, but you haven't allocated memory for it.

Inside your Awake function, you need to allocate the array...

 spawnPoints = new Vector3[x];

Where x is the number of elements you want to allocate.

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avatar image Vox Nephila · Feb 09, 2013 at 04:14 AM 0
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What if I want it to be dynamic though? I don't want to have to set the size, and I would rather not have to loop through twice just to be able to get the size.

avatar image Dave-Carlile · Feb 09, 2013 at 04:34 AM 0
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You should use the List class then.

avatar image Vox Nephila · Feb 09, 2013 at 04:35 AM 0
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Alright, thanks.

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