I'm having a bit of trouble with Unity 3D's Component-based design model.
Here's an example that demonstrates my problem:
class MyComponent : MonoBehaviour
{
MyType entity;
void Start()
{
entity = (MyType)FindObjectsOfType(typeof(MyType)).First();
}
void MyMethod()
{
var x = entity.SomeProperty; // <= NullReference exception
}
}
// ....
var clone = (GameObject)Instantiate(original);
clone.GetComponent<MyComponent>().MyMethod();
Sometimes, not always though, MyMethod
executes before Start
so what I end up doing is move all the initializations I usually have in Start
to MyMethod
which is quite an ugly workaround:
void Start() { }
void MyMethod()
{
entity = (MyType)FindObjectsOfType(typeof(MyType)).First();
var x = entity.SomeProperty; // <= now it's fine.
}
My question is, what is the correct way of working with this pattern (without a constructor)?