It's exactly as the title says. I am getting a null reference error even though I have properly referenced the object. I have debugged my code to show that the result is always exactly what I need however whenever put into practical use, the code returns an error.

                if(hit == true && canSee.transform.CompareTag("Unit"))
                    //var Obehaviour = other.gameObject.transform.parent.gameObject.GetComponent<UnitBehaviour>().Health; <--- Error is here.
                    float Health = other.gameObject.transform.parent.gameObject.GetComponent<UnitBehaviour>().Health;
                    float fullHealth = other.gameObject.transform.parent.gameObject.GetComponent<UnitBehaviour>().MaxHealth;
                    //Debug.Log("Object " + other.gameObject.transform.parent.gameObject);
                    //Debug.Log("Component and name " + Obehaviour.Name);
                    if(Health < fullHealth)
                        if(fullHealth - Health < Ubehaviour.supplies)
                            Health += Ubehaviour.supplyTransferRate;
                            Health = Mathf.Clamp(Health, 0, fullHealth);
                            Ubehaviour.supplies -= Ubehaviour.supplyTransferRate;
                            Ubehaviour.supplies = Mathf.Clamp(Ubehaviour.Health, 0, Ubehaviour.maxSupplies);


As shown in the code above, I have tried to get the values I need by storing them in variables other than caching the entire class. But this also didn't work. What could be wrong? The debugs below work perfectly as well.

  • \$\begingroup\$ How can the error be on a comment line? \$\endgroup\$
    – Vaillancourt
    Jan 19 '20 at 2:54
  • \$\begingroup\$ "Even though I have properly referenced the object" is not a claim we can verify from the information present here. Please edit your question to include a Minimal Complete Verifiable Example so that we can reproduce the problem you're seeing and test solutions. \$\endgroup\$
    – DMGregory
    Jan 19 '20 at 3:24
var Obehaviour = other.gameObject.transform.parent.gameObject.GetComponent<UnitBehaviour>().Health; <--- Error is here.

There are 3 reasons why this line could throw a NRE:

  • other is null
  • other doesn't have a parent
  • the parent gameObject doesn't have a UnitBehaviour

Keep in mind that when you put this code snippet into some event handler (I suspect you have it in some OnTrigger* or OnCollision* method) then it might get triggered by an object you weren't expecting. It's always dangerous to have long chains of dereferentiations without any checks in between if one of them returns a null value.

If I was to debug this problem in my own code, I would break it up into individual lines so I can see which dereferentiation actually fails:

GameObject otherGameObject = other.gameObject;
Transform otherParent = otherGameObject.transform.parent;
UnitBehaviour parentUnitBehaviour = otherParent.gameObject.GetComponent<UnitBehaviour>();
var Obehaviour = parentUnitBehaviour.Health;

Another thing you can do is to wrap the whole code section into a try { ... } catch NullReferenceException e { ...} block and set a debugger breakpoint in the catch block. When the breakpoint triggers, you can examine what exactly you got in other. You might be in for a surprise.

  • \$\begingroup\$ Yeah I found the problem, the trigger was taking 2 others, since I had 2 colliders for a certain reason. One was a child of the prefab. One was the prefab. So it returned an error when it found the prefab instead of the child. Thanks! \$\endgroup\$
    – Kiyo
    Jan 20 '20 at 21:42

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