c# - GameObject array returns null when called from another class -


this question has answer here:

i in lost, gameobject returns null.

about issue, i'm unsure if it's because missed small thing, or if i'm straight programming use of multiple classes wrong.

my code generate gameobject array:

public class gridinit : monobehaviour {      const int mapwidth = 33;     const int mapheight = -27;     const float tilesizeunits = 1.0f / 3;     public gameobject tile;     // use initialization     void start () {         generatetilemap();         screen.fullscreen = true;     }      void awake()     {      }     // update called once per frame     void update () {      }      bool walkable = false;     [hideininspector]     public gameobject[] gotile = new gameobject[892];       void generatetilemap()     {         int tilenumber = 0;         (float y = 0; y > mapheight; y--)         {             (float x = 0; x < mapwidth; x++)             {                float tileposx = x/3;                float tileposy = y/3;                int layerpos = -2;                gotile[tilenumber] = instantiate(tile, new vector3(tileposx, tileposy, layerpos), quaternion.identity) gameobject;                gotile[tilenumber].name = "tile" + tilenumber;                gotile[tilenumber].tag = "grid";                raycasthit2d hit;                vector3 fwd = gotile[tilenumber].transform.transformdirection(vector3.forward);                debug.drawray(gotile[tilenumber].transform.position, fwd * 50, color.green);                hit = physics2d.raycast(gotile[tilenumber].transform.position, fwd, 200);                if (hit)                {                    gotile[tilenumber].tag = "walkablegrid";                }                tilenumber++;                  }         }     } 

and class use set gameobjects:

public class gamecalibration : monobehaviour {      bool calibrationcomplete = false;     public gridinit ginit;     public cam cam;      // use initialization     void start () {     }      // update called once per frame     void update () {         {             (int = 0; < ginit.gotile.length; i++)             {                 if (calibrationcomplete == false)                 {                     ginit.gotile[i].getcomponent<renderer>().enabled = true;                 }                 else                 {                     ginit.gotile[i].getcomponent<renderer>().enabled = false;                 }             }              if (calibrationcomplete == false)             {                 calibrate();             }             else             {                 ginit.generateobjects();                 calibrationcomplete = true;             }         }             }       vector2[] camtilecenter;     vector2 tempcenter;     void calibrate()     {         (int = 0; < ginit.gotile.length; i++)         {                 ginit.gotile[i].getcomponent<spriterenderer>().color = color.red;                  if (cam.redblobs[i] != null && camtilecenter[i] != tempcenter)                 {                     camtilecenter[i] = new vector2(cam.redblobs[i].width / 2, cam.redblobs[i].height / 2);                     tempcenter = camtilecenter[i];                 }          }     } } 

i've tried messing around values , how class initialized, no prevail.

my complete error:

nullreferenceexception: object reference not set instance of object gamecalibration.update () (at assets/scripts/gamecalibration.cs:21) 

error line in gamecalibration: ginit.gotile[i].getcomponent<renderer>().enabled = true;

public gridinit ginit = new gridinit(); 

instead of

public gridinit ginit; 

i dont see creating instance of object anywhere


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