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19
Question by mtothree · Jan 29, 2014 at 12:07 PM · inspectorprefabsassign

The variable has not been assigned (but it has)

Hello, I have a script that sets up the world to play in. It has several prefabs assigned to it, and they work flawlessly. However, when I added a new prefab to the script and assigned it in the inspector, I get an error:

 UnassignedReferenceException: The variable copper of 'GameManager' has not been assigned.
 You probably need to assign the copper variable of the GameManager script in the inspector.
 UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineObject.cs:73)
 UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/UnityEngineObject.cs:83)
 GameManager.SpawnBlocks () (at Assets/Scripts/GameManager.cs:37)
 GameManager.Start () (at Assets/Scripts/GameManager.cs:22)

It says that it is not assigned, but it is.

Code below:

 using UnityEngine;
 using System.Collections;
 
 public class GameManager : MonoBehaviour {
     
     public GameObject player;
     public GameObject ground;
     public GameObject inventory;
     public GameObject copper;
     private GameCamera cam;
     public int iB = 1;
     public int DBx;
     public int DBy;
     public string serial = "-DEVELOPERS---ONLY-";
     public bool canPlay = false;
 
     
     // Use this for initialization
     void Start () {
         cam = GetComponent<GameCamera>();
         SpawnPlayer ();
         SpawnBlocks ();
     }
     
     private void SpawnPlayer() {
         cam.SetTarget ((Instantiate (player, new Vector3( 0, 3, 0), Quaternion.identity) as GameObject).transform);
     }
 
     private void SpawnBlocks() {
         DBx = -30;
         DBy = -128;
         while(iB <= 7680) {
             Vector3 position = new Vector3(DBx, DBy, 0);
             Instantiate (ground, position, Quaternion.identity);
             int randomNumber = Random.Range(1, 1000);
             if(randomNumber > 800 && randomNumber < 900) {
                 Instantiate (copper, position, Quaternion.identity);
             }
             DBy++;
             if(DBy == 1) {
                 DBx++;
                 DBy = -128;
             }
             iB++;
         }
     }
 }
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avatar image Gearsdragon · Sep 18, 2019 at 08:03 PM 0
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THAN$$anonymous$$ YOU FOR THIS, this was causing a lot of headaches and I could not find anything else helpful, Thank you

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Answer by bugmagnet · Sep 01, 2014 at 07:51 PM

This had me stumped for a while... what was happening to me was that I had TWO components of the same type assigned to the gameobject. One had the variables assigned, the other did not. I didn't know the 2nd component copy existed, so I didn't look go looking for it.

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avatar image nathanwick · Oct 02, 2021 at 10:09 PM 0
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This worked for me. Wow, I feel blind. Thank you!

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Answer by ChipMan · Mar 07, 2015 at 05:51 PM

Everything is correct. There is no problems with the code, You must have another gameObject with that script on it. I don't see any other way it could be :)

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avatar image florinel2102 · Aug 11, 2020 at 06:37 PM 0
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Same issue .I have never had such an error . An advice : if you develop a game and you have multiple gameobject with same script - put that in a comment - it's saving you from a lot of frustration :)

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Answer by vinnyhassell · Sep 11, 2014 at 07:22 PM

I had exactly the same issue. Turned out I had this script assigned to my game control object. However I altered the script and added additional properties. I assigned prefabs to my properties, and everything looked fine. However, when I checked my Game Control Object, to which the script was attached, I noticed that all the new properties were unassigned. Clicking the 'gear' settings dropdown next to the script assigned to the Game Control Object and clicking 'reset' solved the issue.

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Answer by Jinxology · Jan 29, 2014 at 09:59 PM

You are changing your code, but make sure you are APPLY'ing the changes to your prefab after you make them. Otherwise, the prefab that gets instantiated won't have that inspector assignment completed.

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avatar image mtothree · Jan 30, 2014 at 02:26 AM 0
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The copper prefab has had all the changes applied to it. I have tried recreating the prefab, but it still will not work. I have the copper prefab identical to the ground prefab except for the material but the copper prefab will still not work while the ground prefab works perfectly. It is assigned in the game manager inspector, and therefore it should work fine, but however it isn't.

avatar image Jinxology · Jan 30, 2014 at 05:50 PM 0
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Oh, I see, so your Game$$anonymous$$anager object is not a prefab, the one that contains references to the prefabs. Do you accidentally have two Game$$anonymous$$anager objects in your world? $$anonymous$$ake sure you set the reference in the inspector when you are not running the game, too, or the changes will revert when you "stop" playing it.

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Answer by Oleg_Novosad · Mar 07, 2015 at 05:41 PM

For me it helped to restart the Unity. Probably the correct solution is just reset as written above, but for me restart helped :)

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