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Bug GetComponent won't work when I try to use other script.

Discussion in 'Scripting' started by Frozen_Atlas, Feb 2, 2023.

  1. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    I have a script trying to get access to another script to call a function. It is using OnTriggerEnter and any time I hit the object it won't find the script.

    Here are the two scripts in question:

    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class PickUpScript : MonoBehaviour
    7. {  
    8.     public int abilityNumber;
    9.  
    10.     public PlayerHit player;
    11.  
    12.     // Start is called before the first frame update
    13.     void Start()
    14.     {
    15.  
    16.     }
    17.  
    18.     // Update is called once per frame
    19.     void Update()
    20.     {
    21.      
    22.     }
    23.  
    24.     public void DestroyObject()
    25.     {
    26.         Destroy(gameObject);
    27.     }
    28.  
    29.     private void OnTriggerEnter2D(Collider2D other)
    30.     {
    31.         if(other.tag == "Hitbox")
    32.         {
    33.             player = GetComponent<PlayerHit>();
    34.  
    35.             player.ReceiveItem(abilityNumber);
    36.  
    37.             DestroyObject();
    38.         }
    39.     }
    40. }
    41.  
    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class PlayerHit : MonoBehaviour
    7. {
    8.     public float damage = 1f;
    9.  
    10.     public LayerMask layers;
    11.  
    12.     // Start is called before the first frame update
    13.     void Start()
    14.     {
    15.      
    16.     }
    17.  
    18.     // Update is called once per frame
    19.     void Update()
    20.     {
    21.      
    22.     }
    23.  
    24.     private void OnTriggerEnter2D(Collider2D other)
    25.     {
    26.         if (other.tag == "damageable")
    27.         {
    28.             EnemyHurtbox h = other.gameObject.GetComponentInParent<EnemyHurtbox>();
    29.  
    30.             if(h != null)
    31.             {
    32.                 h.health.TakeDamage(damage);
    33.             }
    34.         }
    35.     }
    36.  
    37.     public void ReceiveItem(int abilityNumber)
    38.     {
    39.         if(abilityNumber == 1)
    40.         {
    41.             HiddenBorder fakeBorder = GetComponent<HiddenBorder>();
    42.  
    43.             fakeBorder.DestroyObject();
    44.         }
    45.     }
    46.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Welcome to debugging!

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on (or ABOUT) another different GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    I figured out that it is hitting the object but the GetComponent isn't working because when I look in the editor it says that there is know script found.
     
  4. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    I've looked all over and even asked Chat GPT but can still not find an answer.
     
  5. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    7,920
    What does this mean exactly?

    Are you getting a null reference error?

    As Kurt mentioned you just need to debug this. Debug.Log is your friend. Not bloody ChatGPT.
     
  6. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    In the inspector on the game object, it says what variable is in it but it just said nothing was there
     
  7. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
  8. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    I already know what the problem is. I just can't find a solution.
     
  9. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    7,920
    Because you're using GetComponent<T> wrong is this instance.

    You're looking for it on the same object as PickUpScript, when you should be looking for components on the collider that caused the trigger. Ergo,
    other.GetComponent<T>
    .
     
  10. Frozen_Atlas

    Frozen_Atlas

    Joined:
    Mar 11, 2022
    Posts:
    20
    It worked, thank you!
     
  11. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Did you drag the player reference into that slot? That's how you do things in Unity.