FirstPersonCharacter itself does not have Blur component, but the GameObject that has it attached does: [SerializeField] FirstPersonController FPC; /// <summary>Your First Person Controller.</summary> /// Option 1. private Blur blur; /// <summary>Blur's Script.</summary> /// Option 2. [Serializefield] GameObject objWithPFCAndBlur; /// <summary>So you could get both components from this GameObject.</summary> void Awake() { blur = FPC.gameObject.GetComponent<Blur>(); if(blur == null) { /// As a good practice, you should do null checkings, on cases like this. Debug.LogError("There was no Blur attached to GameObject"); } else /// Continue... } Maybe you had problems because Components (such as Rigidbodys, MonoBehaviours, Colliders, etc) can have Components attached (so you can use GetComponent<Component>() method), but what usually you do on inspector is attaching Components to a GameObject, which was the case, FPC does not have a Blur attached, as you can see on your GameObject's inspector. Hope that solves your issue.