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Question by Adelphia · Jul 20, 2013 at 08:26 PM · dontdestroyonloadreloadmain menugame overstatic-variables

reloading game from main menu problem

hi so i have my main menu and i click the play game then i can play game then i die and i have a start game event that allows me to go and play again fine. but when i use the pause function and go back to the main menu i click play game but i get this error

MissingReferenceException: The object of type 'SkylineFarAway' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Component.get_transform () SkylineFarAway.GameStart () (at Assets/Skyline/SkylineFarAway.cs:71) GameEventManager.TriggerGameStart () (at Assets/Managers/GameEventManager.cs:12) GUIManager.Update () (at Assets/Managers/GUIManager.cs:18)

so i think i have to DontDestroyOnLoad but im not sure what, when and how as i have never used this before. or something to do with static variables.

the error seems to point to my TriggerGameStart being the problem but i dont get why.

here is a link to the game in a development build for you to see whats happening and when

https://dl.dropboxusercontent.com/u/190836296/Test%203/Test%203.html

here is the code i am using in refrence to what the error is saying,

SKYLINE FAR AWAY

 using UnityEngine;
 using System.Collections.Generic;
 
 public class SkylineFarAway : MonoBehaviour {
      
     public Transform prefab;
     public int numberOfObjects;
     public float recycleOffset;
     public Vector3 minSize, maxSize, minGap, maxGap;
     public float minY, maxY;
     public Material[] materials;
     public PhysicMaterial[] physicMaterials;
     public Booster booster;
     
     private Vector3 nextPosition;
     private Queue<Transform> objectQueue;
     
     
     void Awake() {
         DontDestroyOnLoad(this);
     }
     
     void Start () {
         GameEventManager.GameStart += GameStart;
         GameEventManager.GameOver += GameOver;
         objectQueue = new Queue<Transform>(numberOfObjects);
         for(int i = 0; i < numberOfObjects; i++){
             objectQueue.Enqueue((Transform)Instantiate(prefab, new Vector3(0f, 0f, -100f), Quaternion.identity));
         }
         enabled = false;
         
     }
     
     void Update () {
         if(objectQueue.Peek().localPosition.x + recycleOffset < Runner.distanceTraveled){
             Recycle();
         }
     }
     
     private void Recycle () {
         Vector3 scale = new Vector3(
             Random.Range(minSize.x, maxSize.x),
             Random.Range(minSize.y, maxSize.y),
             Random.Range(minSize.z, maxSize.z));
         
         Vector3 position = nextPosition;
         position.x += scale.x * 0.5f;
         position.y += scale.y * 0.5f;
         
         
         Transform o = objectQueue.Dequeue();
         o.localScale = scale;
         o.localPosition = position;
         
         
 objectQueue.Enqueue(o);
         
         nextPosition += new Vector3(
             Random.Range(minGap.x, maxGap.x) + scale.x,
             Random.Range(minGap.y, maxGap.y),
             Random.Range(minGap.z, maxGap.z));
         
         if(nextPosition.y < minY){
             nextPosition.y = minY + maxGap.y;
         }
         else if(nextPosition.y > maxY){
             nextPosition.y = maxY - maxGap.y;
         }
     }
     private void GameStart () {
             nextPosition = transform.localPosition;
             for(int i = 0; i < numberOfObjects; i++){
             Recycle();
             }
             enabled = true;
     }
 
     private void GameOver () {
         enabled = false;
     }
 }
 


GAME EVENT MANAGER

 using UnityEngine;
 using System.Collections;
 
 public static class GameEventManager {
     
         public delegate void GameEvent();
     
         public static event GameEvent GameStart, GameOver;
     
         public static void TriggerGameStart(){
                 if(GameStart != null){
                         GameStart();
             }
         }
     
         public static void TriggerGameOver(){
                 if(GameOver != null){
                         GameOver();
             }
         }
 }


GUIMANAGER

 using UnityEngine;
 
 public class GUIManager : MonoBehaviour {
 
     public GUIText gameOverText, instructionsText, boostsText, distanceText;
     
     private static GUIManager instance;
 
     void Start () {
                 instance = this;
                 GameEventManager.GameStart += GameStart;
                 GameEventManager.GameOver += GameOver;
                 gameOverText.enabled = false;
     }
     
     void Update () {
             if(Input.GetButtonDown("Jump")){
                         GameEventManager.TriggerGameStart();
         }
     }
     
     private void GameStart () {
             gameOverText.enabled = false;
             instructionsText.enabled = false;
             enabled = false;
     }
         
         
     private void GameOver () {
             gameOverText.enabled = true;
             instructionsText.enabled = true;
             enabled = true;
         
     }
     
     public static void SetBoosts(int boosts){
             instance.boostsText.text = boosts.ToString ();
     }
     
     public static void SetDistance(float distance){
             instance.distanceText.text = distance.ToString("f0");
     }
         
     
 
     
 }    


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avatar image You! · Jul 21, 2013 at 02:21 AM 0
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Did you try moving DontDestroyOnLoad() to the Start subroutine, which ensures that the action is always executed when the object is created? Awake is only called when the object is seen by a camera, while Start is called when the object which the script is attached to is created, and is always called once.

Also, DontDestroyOnLoad() should look like this:

 DontDestroyOnLoad(gameObject);

Unity references the object which the script is attached to using "gameObject" and not "this" as non-Unity program$$anonymous$$g does.

avatar image Adelphia · Jul 21, 2013 at 02:28 AM 0
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thanks helping but i tried putting it in the start function with the changes but im still getting this:-

$$anonymous$$issingReferenceException: The object of type 'SkylineFarAway' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Component.get_transform () SkylineFarAway.GameStart () (at Assets/Skyline/SkylineFarAway.cs:70) GameEvent$$anonymous$$anager.TriggerGameStart () (at Assets/$$anonymous$$anagers/GameEvent$$anonymous$$anager.cs:12) GUI$$anonymous$$anager.Update () (at Assets/$$anonymous$$anagers/GUI$$anonymous$$anager.cs:18)

avatar image Adelphia · Jul 21, 2013 at 02:29 PM 0
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tried taking my Skyline Far Away start function off and it happened with the next prefab Skyline Close, so it will happen with all my prefabs. so i think its something to do with my Trigger Game Start maybe?

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Answer by Adelphia · Jul 22, 2013 at 05:21 PM

fixed it, you have to deregister it from GameEventManager so it won't be called again:

this needs to go in all scripts.

 void OnDestroy() {
 
     GameEventManager.GameStart -= GameStart;
 
     GameEventManager.GameOver -= GameOver;
 
 }
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avatar image vimago · Sep 11, 2014 at 02:11 PM 0
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Thank you very much, I've no idea I had to unregister the Events, I've wasted lot of time finding out what was the problem and I found out there was between LoadScene and GameEvent$$anonymous$$anager.

Thank to you this is solved. As soon I have enough reputation I vote this answer as right.

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