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Question by numerical25201 · May 27, 2013 at 02:29 PM · collisionsound

public variable audio clip not initializing sound

 using UnityEngine;
 using System.Collections;
 
 public class PlayerCollision : MonoBehaviour {
     
     public bool doorIsOpen = false;
     float doorTimer = 0.0f;
     public float doorOpenTime  = 3.0f;
     public AudioClip doorOpenSound; //<--When game plays, this returns null
     public AudioClip doorShutSound;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
     
     void OnControllerColliderHit(ControllerColliderHit hit){
         if(hit.gameObject.tag == "playerDoor" && doorIsOpen == false){ 
             //doorIsOpen = true;
             OpenDoor(hit.gameObject);
         }            
     }
     
     void OpenDoor(GameObject door){      
         door.audio.PlayOneShot(doorOpenSound,1);
     }
 
 }

alt text

As you can see, I set the soundClip for the variable in the inspector but when the game plays and i run the debugger, it shows the the public variable is null. why is unity not setting my audio clip ??

alt text

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avatar image robertbu · May 27, 2013 at 02:30 PM 0
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I've had this happen when I have (mistakenly) had the same script attached to two game objects. Do a search in the Hierarchy view for your script name.

avatar image numerical25201 · May 27, 2013 at 03:31 PM 0
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$$anonymous$$ thanks. I will keep you posted.

avatar image numerical25201 · May 27, 2013 at 03:41 PM 0
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I searched my hierarchy view and my assets in my project manager. Its only attached to one object and thats the character controller. It seems like that wouldnt break it though. For example, what if I wanted to use multiple instances of the object on enemies etc.

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