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Question by Sean_Casey · Aug 14, 2014 at 06:23 PM · instantiate prefabfunction call

Accessing a Function from an Instantiated Object

My two sections of code are as follows:

 using UnityEngine;
 using System.Collections;
 
 public class IsAsteroid : MonoBehaviour
 {
     public GameObject explosion;
     public float health;
     public GameObject FloatingDamagePrefab;
     
     
     
     void Start ()
     {
         
     }
     
     void Update ()
     {
         if (health <= 0)
         {
             Destroy(gameObject);
         }
         
     }
     
     void OnTriggerEnter (Collider other)
     {
 
         if (explosion != null)
         {
             Instantiate(explosion,transform.position,transform.rotation); //Create a new explosion instance when hit
         }
         
         if (other.tag == "Bullet")
         {
             
             health = health - 10;
             Vector3 textLocation = Camera.main.WorldToViewportPoint(transform.position);
             textLocation.z += 0.005f;
             textLocation.x += 0.005f;
             GameObject tempFloatingDamage = Instantiate(FloatingDamagePrefab, textLocation, Quaternion.identity) as GameObject;
             tempFloatingDamage.GetComponent<FloatingDamageScript>().DisplayDamage(((int)10).ToString());
 
         }
         
         
     }
 }

and:

 using UnityEngine;
 using System.Collections;
 
 
 public class FloatingDamageScript : MonoBehaviour
 {
     public GUIText myGUItext;
     public int guiTime = 2;
 
     void update()
     {
 
     }
     public void DisplayDamage(string damageMessage)
     {
         Debug.Log("damage message should be " + damageMessage);
         myGUItext.text = damageMessage;
                 // destory after time is up
         StartCoroutine(GuiDisplayTimer());
     }
     
     IEnumerator GuiDisplayTimer()
     {
         // Waits an amount of time
         yield return new WaitForSeconds(guiTime);
         
         // destory game object
         Destroy(gameObject);
     }
     
 }
 

When I run my game and shoot an asteroid, I am given a null reference exception on line 42 of the IsAsteroid script. I need to access the DisplayDamage() function of the instantiated GUIText object that I create on shooting the asteroid. Keep in mind many of these clones can be in existence at once, so it needs to be specific. The GUIText object is being instantiated just fine. I just can't call a function from it. Any help would be greatly appreciated.

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avatar image robertbu · Aug 14, 2014 at 06:26 PM 0
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You are getting a null reference exception because the GetComponent() call is failing to find a FloatingDamageScript on the game object you Instantiated. Are you sure it is on that specific object. Check the FloatingDamagePrefab prefab. Perhaps it is on a child object?

avatar image meat5000 ♦ · Aug 14, 2014 at 06:30 PM 0
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Is there a chance that the object simply isn't created by the next line?

Try Instantiating in a function and yield before you attempt line 42, and see if this makes any difference, at all.

avatar image Sean_Casey · Aug 14, 2014 at 06:55 PM 0
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I was just dumb. I didn't attach the FloatingDamageScript to my FloatingDamage prefab. I put all my focus into the scripting and overlook the simplest things in the scene editor. Thanks for the help, guys

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Answer by Sean_Casey · Aug 14, 2014 at 06:31 PM

The answer: Don't be an idiot. Attach the FloatingDamageScript to the FloatingDamage prefab object. That'll save hours. :P Just figured out my dumb mistake. It's always the little things, eh? So yeah, please don't waste your time on this. Thanks anyways!

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