Components not updating

I’m trying to make it so when the player spawns the following components get enabled but its not working does anyone have any idea on what to do?

The Code

void SpawnMyPlayer() {
        if(spawnSpots == null) {
            Debug.LogError ("WTF?!?!?");
            return;
        }

        SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        standbyCamera.enabled = false;

        ((MonoBehaviour)myPlayerGO.GetComponent("soldierMovement")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("Health")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("crouchController")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("skeletonToCharacter")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("weaponController")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("soldierLOD")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("smoothWorldPosition")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAnimation")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAim")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("bulletHoleProperty")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent ("gun")).enabled = true;

        myPlayerGO.transform.FindChild("soldierCamera").gameObject.SetActive(true);

    }

NOTE: I need this code for multiplier reasons.

try this:

myPlayerGO.GetComponent<Health>().enabled = true;

I get this error now

Replace Health with the name of the class that you want to disable.

Ok so this is there error I’m getting

NullReferenceException: Object reference not set to an instance of an object
NetworkManager.SpawnMyPlayer () (at Assets/C#/NetworkManager.cs:51)
NetworkManager.OnJoinedRoom () (at Assets/C#/NetworkManager.cs:37)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[ ]) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1769)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1612)
ExitGames.Client.Photon.PeerBase: DeserializeMessageAndCallback(Byte[ ])
ExitGames.Client.Photon.EnetPeer: DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer: DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/PhotonNetwork/PhotonHandler.cs:76)

Here is the code:
code

public class NetworkManager : MonoBehaviour {
        public Camera standbyCamera;
        SpawnSpot[] spawnSpots;
        // Use this for initialization
        void Start () {
                spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
                Connect ();
        }
        void Connect() {
                PhotonNetwork.ConnectUsingSettings( "MultiFPS v001" );
        }
      
        void OnGUI() {
                GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() );
        }
        void OnJoinedLobby() {
                Debug.Log ("OnJoinedLobby");
                PhotonNetwork.JoinRandomRoom();
        }
        void OnPhotonRandomJoinFailed() {
                Debug.Log ("OnPhotonRandomJoinFailed");
                PhotonNetwork.CreateRoom( null );
        }
        void OnJoinedRoom() {
                Debug.Log ("OnJoinedRoom");
                SpawnMyPlayer();
        }
        void SpawnMyPlayer() {
                if(spawnSpots == null) {
                        Debug.LogError ("WTF?!?!?");
                        return;
                }
                SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
                GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
                standbyCamera.enabled = false;
                ((MonoBehaviour)myPlayerGO.GetComponent("soldierMovement")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent("Health")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent("crouchController")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("skeletonToCharacter")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("weaponController")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("soldierLOD")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("smoothWorldPosition")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAnimation")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAim")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("bulletHoleProperty")).enabled = true;
                ((MonoBehaviour)myPlayerGO.GetComponent ("gun")).enabled = true;
                myPlayerGO.transform.FindChild("soldierCamera").gameObject.SetActive(true);
        }
}

Please help

That error means that there isn’t a script with that name ion myPlayerGO.
The script u attached with that post wasn’t using what I told you to use. :l
using strings to get a component is just messy. And you don’t need an explicit cast to MonoBehaviour.

I fixed old error but now there is a new one
Assets/C#/NetworkManager.cs(59,41): error CS0246: The type or namespace name `soldierAim’ could not be found. Are you missing a using directive or an assembly reference?

The code:
code

        SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        standbyCamera.enabled = false;

        myPlayerGO.GetComponent<soldierMovement>().enabled = true;
        myPlayerGO.GetComponent<MouseLook>().enabled = true;
        myPlayerGO.GetComponent<Health>().enabled = true;
        myPlayerGO.GetComponent<crouchController>().enabled = true;
        myPlayerGO.GetComponent<skeletonToCharacter>().enabled = true;
        myPlayerGO.GetComponent<weaponController>().enabled = true;
        myPlayerGO.GetComponent<soldierLOD>().enabled = true;
        myPlayerGO.GetComponent<smoothWorldPosition>().enabled = true;
        myPlayerGO.GetComponent<soldierAnimation>().enabled = true;
        myPlayerGO.GetComponent<soldierAim>().enabled = true;
        myPlayerGO.GetComponent<bulletHoleProperty>().enabled = true;
        myPlayerGO.GetComponent<gun>().enabled = true;

        myPlayerGO.transform.FindChild<soldierCamera>().gameObject.SetActive(true);

    }
}

the error goes for every myPlayerGO

Is the class you’re trying to disable called soldierMovement? even with the lowercase s?

Yep, I copied the name of the class and put it there

Show me the class please.

that should be most of them.

Can you show me the containings of soldierAim?
Also, the error appears on this line correct?

myPlayerGO.GetComponent<soldierAim>().enabled = true;

Well the thing is its for all of them
The errors

And it turns out there is also the following error:
NullReferenceException: Object reference not set to an instance of an object
NetworkManager.SpawnMyPlayer () (at Assets/C#/NetworkManager.cs:51)
NetworkManager.OnJoinedRoom () (at Assets/C#/NetworkManager.cs:37)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[ ]) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1769)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1612)
ExitGames.Client.Photon.PeerBase: DeserializeMessageAndCallback(Byte[ ])
ExitGames.Client.Photon.EnetPeer: DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer: DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/PhotonNetwork/PhotonHandler.cs:76)

soldierAim:
code

var soldierCamera : Transform;
var headRotationFix : Vector3 = Vector3(180,90,90);
var crosshair : Transform;

private var target : Vector3;
private var targetTarget : Vector3; //The target for Mathf.Lerp to the target.
private var rightUpperArm : Transform;
private var rightClavicle : Transform;
private var leftUpperArm : Transform;
private var leftClavicle : Transform;
private var leftForearm : Transform;
private var leftFinger : Transform;
private var spine1 : Transform;
private var spine2 : Transform;
private var head : Transform;
private var neck : Transform;
private var cameraYRotation : float;
private var cameraPitch : float;
private var torsoOffsetAngle : float;
private var torsoOffsetPitch : float;
private var leanHead : float = 0.0;
private var soldierAnimationScript : soldierAnimation;
private var leftArmIkScript : MonoBehaviour;
private var ikArm : Transform;
private    var ikUpperArm : Transform;
private    var ikForearm : Transform;
private var transition : float;
private var transitionTarget : float; // 0 means normal animation, 1 means complete aim.
private var transition2 : float;
private var transition2Target : float; // 0 means normal animation, 1 means complete aim. For head and torso.

function Start(){
    spine1 =  transform.Find("Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1");
    spine2 =  spine1.Find("Bip01 Spine2");
    neck = spine2.Find("Bip01 Neck");
    rightClavicle = neck.Find("Bip01 R Clavicle");
    rightUpperArm = rightClavicle.Find("Bip01 R UpperArm");
    leftClavicle = neck.Find("Bip01 L Clavicle");
    leftUpperArm = leftClavicle.Find("Bip01 L UpperArm");
    leftForearm = leftUpperArm.Find("Bip01 L Forearm");
    leftFinger = leftForearm.Find("Bip01 L Hand/Bip01 L Finger2/Bip01 L Finger21");
    head = neck.Find("Bip01 Head");
    soldierAnimationScript = GetComponent("soldierAnimation");
    ikArm = leftUpperArm.Find("ikArm");
    ikArm.parent = transform.root;
    ikArm.position = leftUpperArm.position;
    ikUpperArm = ikArm.Find("upperArm");
    ikForearm = ikUpperArm.Find("elbow");
    leftArmIkScript = ikArm.GetComponent("inverseKinematics");
    var upperArmLength : float = Vector3.Distance(leftUpperArm.position, leftForearm.position);
    var forearmLength : float = Vector3.Distance(leftForearm.position, leftFinger.position);   
    ikForearm.parent = null;
    ikUpperArm.localScale = Vector3(upperArmLength, upperArmLength, upperArmLength);
    ikForearm.localScale = Vector3(forearmLength, forearmLength, forearmLength);
    ikForearm.parent = ikUpperArm;
    ikForearm.localPosition = Vector3.zero;
    ikForearm.position += ikUpperArm.forward * upperArmLength;
}

function LateUpdate(){
    //Target.
    var targetRay : Ray = soldierCamera.camera.ViewportPointToRay(crosshair.position);
    var targetRayDistance : float = 300.0;
    var targetHit : RaycastHit;
    targetTarget = targetRay.origin + targetRay.direction * targetRayDistance;
    if(Physics.Raycast(targetRay, targetHit, targetRayDistance)){
        var targetHitDistance : float = Vector3.Distance(targetHit.point, soldierCamera.position);
        var soldierDistance : float = Vector3.Distance(transform.position, soldierCamera.position);
        if (targetHitDistance > soldierDistance * 1.0){
            var targetRayUpperArm : Ray;
            targetRayUpperArm.origin = rightUpperArm.position;
            targetRayUpperArm.direction = targetHit.point - rightUpperArm.position;
            targetTarget = rightUpperArm.position + (targetHit.point - rightUpperArm.position).normalized * targetRayDistance;
        }
    }
    target = Vector3.Lerp(target,targetTarget,Time.deltaTime * 10.0);
    var aimAid : Transform = new GameObject("aidAim").transform; //This will be used to aid the body parts aim in the rigth direction.
    //Transition 1(arms).
    transitionTarget = 1.0;
    transitionTarget *= 1 - soldierAnimationScript.landingBlend; //Landing.
    transitionTarget *= 1 - soldierAnimationScript.fallingBlend;//Falling.
    transitionTarget *= 1 - soldierAnimationScript.sprintBlend;// Sprinting.
    transitionTarget *= 1 - soldierAnimationScript.crouchSprintBlend; //Crouch sprinting.
    transitionTarget *= 1 - soldierAnimationScript.hitBlend; //Getting hit.
    transitionTarget *= 1 - soldierAnimationScript.dieBlend; //Dying.
    //Transition 2(spine and head)
    transition2Target = 1.0;
    transition2Target *= 1 - soldierAnimationScript.hitBlend; //Getting hit.
    transition2Target *= 1 - soldierAnimationScript.dieBlend; //Dying.   
    //Store pre-rotations.
    var rightUpperArmLocalRotation : Quaternion = rightUpperArm.localRotation;
    var leftUpperArmLocalRotation : Quaternion = leftUpperArm.localRotation;
    var leftForearmLocalRotation : Quaternion = leftForearm.localRotation;
    var headLocalRotation : Quaternion = head.localRotation;
    var spine1LocalRotation : Quaternion = spine1.localRotation;
    var spine2LocalRotation : Quaternion = spine2.localRotation;
    //Aiming.
    var characterYRotation : float = transform.rotation.eulerAngles.y;
    var spineYRotation : float = spine1.rotation.eulerAngles.y + 60;
    if (soldierCamera != null){
        cameraYRotation = soldierCamera.rotation.eulerAngles.y;
        cameraPitch = soldierCamera.localRotation.eulerAngles.x;
    }
    var deltaTorsoAngle : float = Mathf.DeltaAngle(spineYRotation, cameraYRotation);
    torsoOffsetAngle = Mathf.Lerp(torsoOffsetAngle, deltaTorsoAngle, Time.deltaTime * 15.0);
    var deltaTorsoPitch : float = Mathf.DeltaAngle(0, cameraPitch);
    torsoOffsetPitch = Mathf.Lerp(torsoOffsetPitch, deltaTorsoPitch, Time.deltaTime * 15.0);
    spine1.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
    spine2.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
    spine1.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
    spine2.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
    aimAid.position = rightUpperArm.position;//Right arm.
    var gunAim : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunAim");
    aimAid.LookAt(gunAim);
    rightUpperArm.parent = aimAid;
    aimAid.LookAt(target);
    rightUpperArm.parent = rightClavicle;
    aimAid.position = leftUpperArm.position;//Upper arm.
    aimAid.LookAt(leftForearm);
    leftUpperArm.parent = aimAid;
    var gunGrab : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunGrab");
    aimAid.LookAt(gunGrab);
    leftUpperArm.parent = leftClavicle;
    //IK. (Left arm).
    ikArm.position = leftUpperArm.position;
    var leftElbowTarget : Transform = spine2.Find("leftElbowTarget");
    leftArmIkScript.elbowTarget = leftElbowTarget.position;
    leftArmIkScript.target = gunGrab.position;
    leftArmIkScript.CalculateIK();
    var upperArmRotation : Quaternion = ikUpperArm.Find("upperArmRotation").rotation;
    var forearmRotation : Quaternion = ikForearm.Find("forearmRotation").rotation;
    leftUpperArm.rotation = upperArmRotation;
    leftForearm.rotation = forearmRotation;
    Destroy(aimAid.gameObject);
    if (soldierCamera != null){ //Head.
        head.LookAt(target);
        head.Rotate(headRotationFix);
        //Lean head  so it doesn't intersects with the gun.
        var minHeadLeanAngle : float = 0.0;
        var maxHeadLeanAngle : float = 120.0;
        var fullLeanAngle : float = 20;
        var leanHeadTarget : float =  0.0;
        if (head.localRotation.eulerAngles.x > minHeadLeanAngle && head.localRotation.eulerAngles.x < maxHeadLeanAngle){
            leanHeadTarget = head.localRotation.eulerAngles.x - minHeadLeanAngle; //Angle for leaning the head.
            leanHeadTarget /= maxHeadLeanAngle;
            leanHeadTarget *= fullLeanAngle;
        }
        leanHead = Mathf.Lerp(leanHead, leanHeadTarget, Time.deltaTime * 5.0);
        head.Rotate(0,leanHead,0);
    }
    //Transition 1.
    transition = Mathf.Lerp(transition, transitionTarget, Time.deltaTime * 5.0);
    if(transition < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
        rightUpperArm.localRotation = Quaternion.Lerp(rightUpperArmLocalRotation, rightUpperArm.localRotation, transition);
        leftUpperArm.localRotation = Quaternion.Lerp(leftUpperArmLocalRotation, leftUpperArm.localRotation, transition);
        leftForearm.localRotation = Quaternion.Lerp(leftForearmLocalRotation, leftForearm.localRotation, transition);
       
    }
    //Transition 2.
    transition2 = Mathf.Lerp(transition2, transition2Target, Time.deltaTime * 5.0);
    if(transition2 < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
        head.localRotation = Quaternion.Lerp(headLocalRotation, head.localRotation, transition2);
        spine1.localRotation = Quaternion.Lerp(spine1LocalRotation, spine1.localRotation, transition2);
        spine2.localRotation = Quaternion.Lerp(spine2LocalRotation, spine2.localRotation, transition2);
    }
}

Are these scripts directly attached to the prefab? o_o

btw the script with the errors is C# and its controlling Java is that the problem?

Yep…

can anyone help?

Btw all I need done is the code to enable the code

Ah, you’ll need to use a string if it’s javascript.

(GetComponent("MyScriptName") as MonoBehaviour).enabled = false;

Its C# loading java