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Instantiating child as parent not working : Object Pooling

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I am making an endless runner game, and I am trying to use Object Pooling. When I try to set the transform of the child to the transform of the parent, it gives me an error:> NullReferenceException: Object reference not set to an instance of an object(wrapper stelemref) object:stelemref (object,intptr,object) ObjectPool.Start () (at Assets/Scripts/LevelScripts/ ObjectPool.cs:19)> Here is the code. Any answers are good! Thank You! using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjectPool : MonoBehaviour { private GameObject[][] objects = null; public GameObject[] objectsToInstantiate1; public GameObject[] objectsToInstantiate2; public GameObject[] objectsToInstantiate3; public GameObject[] objectsToInstantiate4; public GameObject[] objectsToInstantiate5; // Use this for initialization void Start () { objects = new GameObject[5][]; for (int i = 0; i < objectsToInstantiate1.Length; i++) { objects [1] [i] = Instantiate (objectsToInstantiate1[i]) as GameObject; objects [1] [i].transform.parent = gameObject.transform; objects [1] [i].SetActive (false); } for (int j = 0; j < objectsToInstantiate2.Length; j++) { objects [2] [j] = Instantiate (objectsToInstantiate2[j]) as GameObject; objects [2] [j].transform.parent = gameObject.transform; objects [2] [j].SetActive (false); } for (int k = 0; k < objectsToInstantiate3.Length; k++) { objects [3] [k] = Instantiate (objectsToInstantiate3[k]) as GameObject; objects [3] [k].transform.parent = gameObject.transform; objects [3] [k].SetActive (false); } for (int l = 0; l < objectsToInstantiate4.Length; l++) { objects [4] [l] = Instantiate (objectsToInstantiate4[l]) as GameObject; objects [4] [l].transform.parent = gameObject.transform; objects [4] [l].SetActive (false); } for (int m = 0; m < objectsToInstantiate5.Length; m++) { objects [5] [m] = Instantiate (objectsToInstantiate5[m]) as GameObject; objects [5] [m].transform.parent = gameObject.transform; objects [5] [m].SetActive (false); } } // Update is called once per frame void Update () { } }

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