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1
Question by sebrobitaille · Apr 08, 2014 at 05:37 PM · nullinsantiate

Instantiate Returning null

Here is the code:

 using UnityEngine;
 using System.Collections;
 
 public class BuildManager : MonoBehaviour {
 
     public Transform CurrentPartPrefab;
     private GameObject CurrentPart;
 
     private bool haveObject = false;
     private Vector3 mouseWorldPostion;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         mouseWorldPostion = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         mouseWorldPostion.z = 0;
 
 
         if(Input.GetMouseButton(0))
         {
             if(haveObject == false)
             {
 
                 CurrentPart = Instantiate(CurrentPartPrefab, mouseWorldPostion , gameObject.transform.rotation) as GameObject;
                 Debug.Log(CurrentPart);
                 haveObject = true;
             }
             else{
 
                 //CurrentPart.transform.position = mouseWorldPostion;
             }
         }
     
     }
 
 }

but CurrentPart even after the instantiate is called is null? I have tried casting it this way:

 CurrentPart = (GameObject)Instantiate(CurrentPartPrefab, mouseWorldPostion , gameObject.transform.rotation);

It just trows a runtime error. Does an one know what is wrong here?

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Answer by Loius · Apr 08, 2014 at 05:44 PM

Your CurrentPartPrefab is a Transform, you have to cast to Transform instead of GameObject.

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avatar image sebrobitaille · Apr 08, 2014 at 06:00 PM 0
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The return of the Instantiate is not going to CurrentPartPrefab it is going to CurrentPart which is a game object.

avatar image Loius · Apr 16, 2014 at 02:19 AM 0
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((Transform)Instantiate(whatever)).gameObject

Instantiate is returning an object which is a Transform and is not a GameObject.

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