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Question by sacajawhoohoo · Jun 23, 2015 at 12:17 AM · errorgameobjectscriptingbasicsnot workingsetactive

GameObject[] Issues

Im having an issue with the following script: var object1 : GameObject[];

 function OnMouseDown()
 {
     object1.gameObject.SetActive (true);
 }

And this is the issue im receiving: NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args) UnityScript.Lang.UnityRuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args, System.Type scriptBaseType)

Im assigning the objects correctly, am I not? Whats going on?

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Answer by YoungDeveloper · Jun 23, 2015 at 12:22 AM

object1 is an array

If you want it to be treated as single gameobject, it should be

 var object1 : GameObject;

if you want a primive collection, then you should access it by

 int index  = 0;
 objects[ index ].gameObject.SetActive (true);

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avatar image sacajawhoohoo · Jun 23, 2015 at 12:28 AM 0
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should I keep the variable as var obect1 : GameObject[]; ??? or just use the int

avatar image sacajawhoohoo · Jun 23, 2015 at 12:49 AM 0
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Im confused about how to implement it. If i do it like this: http://unity3d.com/learn/tutorials/modules/beginner/scripting/variables-and-functions Its just treated as a int, and i cannot choose the game objects to use?

avatar image Cherno · Jun 23, 2015 at 09:17 AM 0
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YoungDeveloper told you exactly how to implement it. if object1 is an array of GameObjects, you access one of the array's element's (GameObjects, in this case) by passing it the index number. object1[indexOfGameObject].SetActive (true);

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