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Bug "bulletPoolInstanse' doesn't exist in this context, ive looked for over an hour and cant find it.

Discussion in 'Scripting' started by Enchanced01, May 20, 2023.

  1. Enchanced01

    Enchanced01

    Joined:
    Mar 24, 2023
    Posts:
    1
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class FireBullets : MonoBehaviour
    6. {
    7.     [SerializeField]
    8.     private int bulletsAmount = 10;
    9.  
    10.     [SerializeField]
    11.     private float startAngle = 90f, endAngle = 270f;
    12.  
    13.     private Vector2 bulletMoveDirection;
    14.  
    15.     void start()
    16.     {
    17.         InvokeRepeating("Fire",0f,2f);   //fire intervals
    18.     }
    19.  
    20.     private void Fire()
    21.     {
    22.         float angleStep= (endAngle - startAngle) / bulletsAmount;
    23.         float angle = startAngle;
    24.  
    25.         for (int i =0; i < bulletsAmount + 1; i++)
    26.         {
    27.             float bulDirX = transform.position.x + Mathf.Sin((angle * Mathf.PI)/ 180f);
    28.             float bulDirY = transform.position.y + Mathf.Cos((angle * Mathf.PI)/ 180f);
    29.  
    30.             Vector3 bulMoveVector = new Vector3 (bulDirX,bulDirY,0f);
    31.             Vector2 bulDir = (bulMoveVector - transform.position).normalized;
    32.             GameObject bul = bulletPoolInstanse.GetBullet();
    33.             bul.transform.position = transform.position;
    34.             bul.transform.rotation = transform.rotation;
    35.             bul.SetActive(true);
    36.             bul.GetComponent<Bullet>().SetMoveDirection(bulDir);
    37.  
    38.             angle += angleStep;
    39.         }
    40.     }
    41. }
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class BulletPool : MonoBehaviour
    6. {
    7.     public static BulletPool bulletPoolInstanse;
    8.  
    9.     [SerializeField]
    10.     private GameObject PooledBullet;
    11.     private bool notEnoughBulletsInPool = true;
    12.  
    13.     private List<GameObject> bullets;
    14.  
    15.     private void awake()
    16.     {
    17.         bulletPoolInstanse = this;
    18.     }
    19.     // Start is called before the first frame update
    20.     void Start()
    21.     {
    22.         bullets = new List<GameObject>();
    23.     }
    24.  
    25.     public GameObject GetBullet()
    26.     {
    27.         if(bullets.Count > 0)
    28.         {
    29.             for (int i = 0; i < bullets.Count; i++)
    30.             {
    31.                 if (!bullets[i].activeInHierarchy)
    32.                 {
    33.                     return bullets[i];
    34.                 }
    35.             }
    36.         }
    37.  
    38.         if (notEnoughBulletsInPool)
    39.         {
    40.             GameObject bul = Instantiate(PooledBullet);
    41.             bul.SetActive(false);
    42.             bullets.Add(bul);
    43.             return bul;
    44.         }
    45.         return null;
    46.     }
    47. }
     
  2. tleylan

    tleylan

    Joined:
    Jun 17, 2020
    Posts:
    521
    Code (CSharp):
    1. GameObject bul = bulletPoolInstanse.GetBullet();
    bulletPoolInstance is a property but you aren't referencing the class it belongs to. That said your BulletPool class should most likely be a singleton judging by what you are trying to do.

    GetBullet can return a null and you are not checking for such a case.
     
  3. karderos

    karderos

    Joined:
    Mar 28, 2023
    Posts:
    376
    its not a bug you are trying to get a variable from another script and you dont even have a reference to the other script
     
  4. BABIA_GameStudio

    BABIA_GameStudio

    Joined:
    Mar 31, 2020
    Posts:
    483
    You have also made 2 fundamental mistakes in your scripts, both issues are to do with capitalisation of built-in methods:
    - in your
    FireBullets
    class you have incorrectly put
    void start()
    instead of
    void Start()

    - in your
    BulletPool
    class you have incorrectly put
    private void awake()
    instead of
    private void Awake()


    Spelling and capitalisation matters in C#, so you need to get into the habit of being precise when writing your scripts - especially when using built-in Unity methods.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Your code is riddled with trivial typing mistakes such as these:

    Both of those methods are NOT spelled / capitalized that way. Go back and look at the tutorial.

    Every single one of those typing mistakes will sink your battleship and your code WILL FAIL.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    Just for full disclosure...

    The costs and issues associated with object pooling / pools:

    https://forum.unity.com/threads/object-pooling.1329729/#post-8405055

    https://forum.unity.com/threads/object-pooling-in-a-tower-defense-game.1076897/#post-6945089