I have to admit its ....

public class CTakeItems : MonoBehaviour
private Vector3 Objectpos;

static void lol()

foreach (var element in Citem.Allitem)
Objectpos = element.GetComponent().position;
Debug.Log(Objectpos + "LOOOOOOOOOOOOL");

Guys i have a list and this list must be static because of a thing i use in there so i have to make the method static aswell but than i need a reference to the objectpos. Which i cant give. Whats the damn workaround for those "must use static thang" in unity? Hows that even posible, i cannot even use the new operator to create a object. Because unity says Monbehaviour needs it way more than me. HOW DOES Coding in unity works hell im lost....

I suggest you go through Unity Learn, maybe the Roll-A-Ball example, to get a good idea of how things work.

You create GameObjects with new GameObject(). But you create Components only through someGameObjectReference.AddComponent<someComponentType>(). When a new Component, say, one implemented by your CTakeItems, is added to a GameObject, the system will call Awake() and many other specialty methods you can implement in your script. Inside those functions, you will not need static access, because the system knows exactly which object from which it's calling methods.

There's no damn workaround. It sounds like perhaps you've bitten off far more than you can chew.

Don't worry, I do it all the time too, when I realize I have no idea what I'm doing. That's my cue to back up and start with first principles. It happens all the time in engineering.

Instead, work one tiny microscopic damn detail at a time, just like this good fellow did.

Imphenzia: How Did I Learn To Make Games:

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.

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.

When you have an error, here is how to report your problem:

How to report your problem productively in the Unity3D forums:


This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • ONLY post the relevant code, and then refer to it in your discussion.
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