![]() Any more save data instantly becomes a source of bugs.Īs much as we groused with early console memory cards and even before that with on-cart flash ram, it kept you really honest and encouraged parsimony.Īn excellent discussion of loading/saving in Unit圓D by Xarbrough: Save the absolute MINIMUM amount of data you can get away with. Unity doesn't even do that when they save the scene. Everybody wants to "save all the state" of a running scene, as if it was a thing you can just rip out and do. When I double click on the error in the editor I'm redirected to the following lines of code in the "SaveLoadUtility.cs" script:Ĭlick to expand.^ ^ ^ ^ ^ This. SaveLoadMenu.OnGUI () (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadMenu.cs:197) SaveLoadUtility.SaveGame (System.String saveGameName) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:207) SaveLoadUtility.PackGameObject (UnityEngine.GameObject go, ObjectIdentifier oi) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:522) SaveLoadUtility.PackComponent (System.Object component) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:564) SaveLoadUtility.WriteToDictionary (System.Type fieldType, System.String fieldName, System.Object fieldValue, `2& baseDict, System.Boolean isField) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:966) SaveLoadUtility.GetValues (System.Object baseInstance, `2& baseDict) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:570) SaveLoadUtility.GetValues (System.Object baseInstance, `2& baseDict, System.Boolean checkForPropertySelector) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:676) SaveLoadUtility.WriteToDictionary (System.Type fieldType, System.String fieldName, System.Object fieldValue, `2& baseDict, System.Boolean isField) (at Assets/Dead Earth/Scripts/Unity Save Load Utility/SaveLoadUtility.cs:924) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. (System.Object obj, System.Object index) (at :0) (+Getter`2 getter, System.Object obj) (at :0) NullReferenceException: Object reference not set to an instance of an object If you have one script or would like to modify just one script after instantiating the prefab as the "Bullet" example given above then use the shortcut from #2.I'm attempting to implement a save and load system in my project but I keep on running into the following error whenever I press the save button: ("Attached Object: " + obj.name) įinally, if you have many scripts that you must access after instantiating the prefab then use var a = Instantiate(myPrefab) as GameObject. All you need to do is scriptName.gameObject to get the GameObject of that script and ansform to get the Transform of that GameObject. Like my second comment, each script has a GameObject. Think something like this: a.GetComponentInParent()) Instantiate(myPrefab).AddForce(new Vector3(0, 500, 0)) īut I need a longer sintax to access the containing GameObject. In the latest version of Unity, this has been simplified a-lot by adding generic version of the Instantiate function so that you don't even need to cast it to the script or Object type which reduces the whole thing into one line of code: public Rigidbody myPrefab If you only need to access the components then just go with this method. It makes sense to use this version because there is no use of GetComponent. Rigidbody rb = Instantiate(myPrefab) as Rigidbody Obj.GetComponent().AddForce(new Vector3(0, 500, 0)) Ģ.Instantiate the bullet as Rigidbody then AddForce to it. GameObject obj = Instantiate(myPrefab) as GameObject You want to instantiate the bullet on key-press then AddForce to the bullet.ġ.Instantiate the bullet as GameObject then get the Rigidbody from it with GetComponent so that you could add force to it: public GameObject myPrefab Let's say that you have a GameObject prefab called "bullet" and that bullet has a Rigidbody attached to it. If you pass in component/script to the Instantiate function, Unity will get every script/component and GameObject attached to that script then instantiate them.Įxample of how to decide which one to use: ![]() ![]() To answer your question, both of them are doing the-same thing. Just answered this few hours ago so see this post Each script/component or GameObject inherits from Object.īecause of this, you can instantiate any script/component or.Each Prefab or Object in the scene has a GameObject and.Things to understand before reading this answer:
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