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Question Object reference disappears after leaving and reloading a scene

Discussion in 'Editor & General Support' started by Andregnl, Nov 11, 2022.

  1. Andregnl

    Andregnl

    Joined:
    Aug 14, 2021
    Posts:
    3
    Hi, i am having a problem with scene loading. I click a button that loads another scene, but when i load the original scene again, some script throws an error saying that a reference is null, but after checking the editor, and clicking the field that is supposed to be missing, the object is there, it even highlights it on the hierarchy, and the object is just there, it's not missing. And the object that is supposed to be missing was manually dragged to the field in the script, and the connection is "pre-packaged" with the scene.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Sounds like a mismatch in the lifetime of one script vs another.

    Specifically, it sounds like the first script is holding a reference to something that got destroyed and reloaded.

    The new thing is completely different than the old thing, so its mere existence means nothing.

    Still always the same three steps:

    How to fix a NullReferenceException error

    https://forum.unity.com/threads/how-to-fix-a-nullreferenceexception-error.1230297/

    Three steps to success:
    - Identify what is null <-- any other action taken before this step is WASTED TIME
    - Identify why it is null
    - Fix that
     
  3. Andregnl

    Andregnl

    Joined:
    Aug 14, 2021
    Posts:
    3
    Hi, thank you for the response.

    Could it still be a mismatch in the lifetime of one script with another when the object and the script that is throwing the error are destroyed and created together? The same error still happens even when i use GameObject.Find() right before executing the line with the problem.

    Thanks in advance.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Sure, anything is possible. Debug it and find out!

    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 another 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/

    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.
     
  5. Andregnl

    Andregnl

    Joined:
    Aug 14, 2021
    Posts:
    3
    Ok, thank you for your time.