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Question by lonelycamper · Jul 07, 2017 at 04:54 AM · networkingmultiplayerfunctionsfunction call

NullReferenceException UnityEngine.Component.GetComponent[NetworkIdentity] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/ComponentBindings.gen.cs:48)

Problem with calling a function from other scripts, Thanks.

Script A:

 Script B Name = new Script B();
 
 
             if (Physics.Raycast(ray, out hitInfo, weaponRange, mask))
             {
 
                 
                 Instantiate(impactEffect, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
                 
                 if (hitInfo.collider.tag == "Player")
                 {
 
                     //other.CmdPlayerShot(hitInfo.collider.name);
                     Name.CmdPlayerShot(hitInfo.collider.name);
                     
                     
                     //Destroy(hitInfo.transform.gameObject);
                     return;
                 }











Script B:

    [Command]
      public void CmdPlayerShot(string _playerID)
     {
         Debug.Log(_playerID + "has been shot");
     }
 }
 




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avatar image Vollmondum · Jul 07, 2017 at 04:59 AM 0
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someScript.GetComponent(anotherScript).someFunction

avatar image lonelycamper Vollmondum · Jul 07, 2017 at 05:06 AM 0
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Wouldn't work since Another script is a type

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Answer by vir1234 · Jul 07, 2017 at 05:03 AM

attach network identity to the gameobject

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avatar image lonelycamper · Jul 07, 2017 at 05:04 AM 0
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It has one

avatar image vir1234 · Jul 07, 2017 at 05:06 AM 0
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i think you also have to attach network identity to the game object where script a is attached

avatar image lonelycamper vir1234 · Jul 07, 2017 at 05:08 AM 0
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Yeah it has one i'm checking something I might have messed my prefabs up by accident and added the wrong script lemme check

avatar image lonelycamper lonelycamper · Jul 07, 2017 at 05:14 AM 0
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Nope that wasn't it

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