Variable of prefab has not been assigned

Hi everybody

I’ve made a script which needs 2 variables to work, its own transform and the transform of an prefab with the tag Player. But the script can’t reach the transform of the prefab which is instantiated by this script:

   var classselected : boolean = false;
    var spawnplace : Transform;
    var archerobject : GameObject;
    var mageobject : GameObject;
    var warriorobject : GameObject;
    
    function OnGUI () {
    
    if(classselected == false){
    GUI.Box(Rect(0,0,300,500),GUIContent("Choose your class wisely"));
    }
    
    if(GUI.Button(Rect(100,100,100,100),GUIContent("Archer")) && classselected == false ){
    var instance : GameObject = Instantiate(archerobject, spawnplace.position, spawnplace.rotation);
    classselected = true;
    }
    
    if(GUI.Button(Rect(100,200,100,100),GUIContent("Mage")) && classselected == false){
    var instance2 : GameObject = Instantiate(mageobject, spawnplace.position, spawnplace.rotation);
    classselected = true;
    }
    
    if(GUI.Button(Rect(100,300,100,100),GUIContent("Warrior")) && classselected == false){
    var instance3 : GameObject = Instantiate(warriorobject, spawnplace.position, spawnplace.rotation);
    classselected = true;
    }
    }
   
    function Update (){
    if (classselected == true){
    Destroy(gameObject);
    }
    }

This script instantiates 3 different prefabs, all with the tag Player. And this is the script which needs the variable othertransform, the transform of 1 prefab with the tag Player:

static var aggroDistance = 10;
var mytransform : Transform;
var otherobject : GameObject;
var othertransform : Transform;
var glitchCorrector : boolean = true;
var tickerInterval : boolean = false;
var tickerRate = 5.0;
private var nextTick = 0.0;
var drop : GameObject;
static var enemyHealth : int = 100;
static var seppuku : boolean = false;


function Update () {

othertobject = GameObject.FindWithTag("Player");
othertransform = otherobject.GetComponent(Transform);

if (Vector3.Distance(mytransform.position, othertransform.position) < aggroDistance && glitchCorrector == true){
ArcherHealthScript.curhealth += 10;
WarriorHealthScript.curhealth += 10;
MageHealthScript.curhealth += 10;
glitchCorrector = false;
}

if (Vector3.Distance(mytransform.position, othertransform.position) > aggroDistance && glitchCorrector == false){
glitchCorrector = true;
}

if(Vector3.Distance(mytransform.position, othertransform.position) < aggroDistance && tickerInterval == false && HealthScript.curhealth > 0){
ArcherHealthScript.curhealth -= 10;
MageHealthScript.curhealth -= 10;
WarriorHealthScript.curhealth -= 10;
tickerInterval = true;
}

if(tickerInterval == true && Time.time > nextTick){
nextTick = Time.time + tickerRate;
tickerInterval = false;
}

if(enemyHealth <= 0){
seppuku = true;
Destroy(gameObject);
var instance : GameObject = Instantiate(drop, transform.position+Vector3(0,0.2,0), transform.rotation);
ExperienceScript.curexp += 10;
}
}

I think the problem is FindWithTag or .GetComponent, but I’m not very sure.

Please help me solve this problem!

Look’s like your instanciation occurs only when the player presses a button. Problem is, in your Update, you are looking for it all the time. FindWithTag will only look for objects instanciated, in the scene, not the prefab in your project folders.

So you should create a public function in the second script to affect those other’s variables, and call it from the other script. In the first script’s update, check if othertobject is null and leave the function if it is.

Problem solved! Just made a small mistake, said othertobject instead of otherobject. But I’ve made classselected static and added if(classselected == true) to the second script right before FindWithTag, just to be safe