Null Reference, verified everything is named correctly including the component its getting

Need some help please, I can’t seem to figure this one out. I verified the names match to include the component on the object.9045760--1249567--Untitled1.png

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“Transform.Find()” is not the same as “transform.Find()”. You are calling it on whatever transform hierarchy the script is attached to, while you likely meant to use the static function.

You can always gain more information about the problem by splitting longer lines into multiple lines and using Debug.Log(). For example, you could here split the line into the Find() call and the GetComponent call. You would thus find out which is actually Null and could then proceed to figure out why. If an atomic line should work but does not, checking the spelling is the right approach.

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You’re right, but note that there is no static Transform.Find. The transform class has no static methods except those inherited from Component / Object. You probably had GameObject.Find in mind.

Though what you said still holds true. transform.Find starts searching at the object you call it on and tries to find a child of that object.

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Anytime you use ANY KIND of find function you are in extremely advanced clever nerd hacker territory.

Nothing wrong with this territory (I spend most of my time as a nerd, occasionally even being clever), but when you run into trouble you must be prepared to debug.

This means ripping it all apart and finding exactly what isn’t happening, going to the documentation, trying other combinations, getting at least ONE instance of the API to work,.

Remember the first rule of GameObject.Find():

Do not use GameObject.Find();

More information: Regarding GameObject.Find · UnityTipsRedux

More information: Why cant i find the other objects?

How to debug:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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 names of the GameObjects or Components involved?
  • 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.

Visit Google for how to see console output from builds. 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: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

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:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

Just delete that entire line of code. Just assign Recoil_Script in the inspector.

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Thank you, this cleared it for me. I had to create the inspector public slot for it as it didn’t work the original way from the tutorial. I didn’t realize i could still delete that line. Thank you!!!

More correctly, it is that you MUST delete that line if you drag the reference in.

Here’s why:

Serialized properties in Unity are initialized as a cascade of possible values, each subsequent value (if present) overwriting the previous value:

  • what the class constructor makes (either default(T) or else field initializers, eg “what’s in your code”)

  • what is saved with the prefab

  • what is saved with the prefab override(s)/variant(s)

  • what is saved in the scene and not applied to the prefab

  • what is changed in Awake(), Start(), or even later etc. <<— this is that line of code above and would WIPE OUT any of the above steps

Make sure you only initialize things at ONE of the above levels, or if necessary, at levels that you specifically understand in your use case. Otherwise errors will seem very mysterious.

Here’s the official discussion: https://blog.unity.com/technology/serialization-in-unity

Field initializers versus using Reset() function and Unity serialization:

https://discussions.unity.com/t/829681/2

https://discussions.unity.com/t/846251/8