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I'm getting- MissingComponentException there is no light attached to the game object but a script is trying to access it.

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Every time i press play i get this expected error code, I know there is no light attached to the object **but**, I am not sure of how to add the light to the object in the script so that the problem is solved. The error is at **line 49**, all I need is a little sample of the code that is required to attach the light! Any help is appreciated :) using UnityEngine; using System.Collections; public class AutoIntensity : MonoBehaviour { public Gradient nightDayColor; public float maxIntensity = 3f; public float minIntensity = 0f; public float minPoint = -0.2f; public float maxAmbient = 1f; public float minAmbient = 0f; public float minAmbientPoint = -0.2f; public Gradient nightDayFogColor; public AnimationCurve fogDensityCurve; public float fogScale = 1f; public float dayAtmosphereThickness = 0.4f; public float nightAtmosphereThickness = 0.87f; public Vector3 dayRotateSpeed; public Vector3 nightRotateSpeed; float skySpeed = 1; Light mainLight; Skybox sky; Material skyMat; void Start() { mainLight = GetComponent(); skyMat = RenderSettings.skybox; } void Update() { float tRange = 1 - minPoint; float dot = Mathf.Clamp01((Vector3.Dot(mainLight.transform.forward, Vector3.down) - minPoint) / tRange); float i = ((maxIntensity - minIntensity) * dot) + minIntensity; mainLight.intensity = i; tRange = 1 - minAmbientPoint; dot = Mathf.Clamp01((Vector3.Dot(mainLight.transform.forward, Vector3.down) - minAmbientPoint) / tRange); i = ((maxAmbient - minAmbient) * dot) + minAmbient; RenderSettings.ambientIntensity = i; mainLight.color = nightDayColor.Evaluate(dot); RenderSettings.ambientLight = mainLight.color; RenderSettings.fogColor = nightDayFogColor.Evaluate(dot); RenderSettings.fogDensity = fogDensityCurve.Evaluate(dot) * fogScale; i = ((dayAtmosphereThickness - nightAtmosphereThickness) * dot) + nightAtmosphereThickness; skyMat.SetFloat("_AtmosphereThickness", i); if (dot > 0) transform.Rotate(dayRotateSpeed * Time.deltaTime * skySpeed); else transform.Rotate(nightRotateSpeed * Time.deltaTime * skySpeed); if (Input.GetKeyDown(KeyCode.Q)) skySpeed *= 0.5f; if (Input.GetKeyDown(KeyCode.E)) skySpeed *= 2f; } }

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