javascript - Null Reference Exception for target in a script on a newly instantiated object -


what i'm trying spawn enemy , create marker/blip on minimap spawned enemy. nullreferenceexception @ line blipctrl:29.

the blips on minimap have target gameobject position reflects position of blip on minimap. when enemy instantiated set have unique name. i'm having trouble writing function sets target of blip gameobject unique name blip gets it's position , rotation from.

spawner.js

public var enemy : rigidbody ; private var spawnvalues : vector3 = vector3(50, 1, 50); public var enemycount : int ; public var enemyid : int; static var enemiesarray = new array(); public var blipcontroller : blipctrl;   var spawnposition : vector3; var spawnrotation : quaternion;   function start () { var blipcontroller = getcomponent("blipctrl");     spawnwaves();   }  function setname () {     enemy.name = "enemy#" + enemyid++; }  function spawnwaves() {     for(var = 0; < enemycount; i++) {         var spawnposition : vector3 = new vector3(random.range(-50, 50), spawnvalues.y ,random.range (-50, 50));         var spawnrotation : quaternion = quaternion.identity;         setname();         instantiate(enemy, spawnposition, spawnrotation);         enemiesarray.push(this.enemy);         blipcontroller.createblip(enemy, spawnposition, spawnrotation);     } } 

blipctrl.js

public var enemyblipimage : rigidbody; public var bliparray = new array(); public var blipid : int; public var map : minimap; private var bliptarget : blip;  private var gameobject : gameobject;  static var target : transform;  var newblip : gameobject;  function awake () { bliptarget = getcomponent(blip); map = getcomponent(minimap);  }  function setname() { enemyblipimage.name = "enemyblip#" + blipid++;  }   function createblip(object, objectname, position , rotation) { setname(); var newblip = instantiate(enemyblipimage, position, rotation); newblip.transform.setparent(map.transform); newblip.gameobject.tag = "enemy" ; gameobject = gameobject.find(objectname + "(clone)"); bliptarget.target = gameobject.transform; bliptarget.settarget(gameobject); } 

blip.js

   #pragma strict  public var target : transform ;  public var keepinbounds = true;  public var lockscale = false;  public var lockrotation = false;  private var map : minimap ;  private var myrecttransform : recttransform ;   //set target gameobject function settarget(gameobject) {  target = gameobject; }  function start () {     map = getcomponentinparent(minimap);     myrecttransform = getcomponent(recttransform);  }  function update () {  }  function lateupdate() {     var newposition : vector3 = map.transformposition(target.position);      if(keepinbounds) {     newposition = map.moveinside(newposition);     }      if(!lockscale) {      myrecttransform.localscale = new vector3(map.zoomlevel, map.zoomlevel, 1);              }     if(!lockrotation) {     myrecttransform.localeulerangles = map.transformrotation(target.eulerangles);     }      myrecttransform.localposition = newposition;  } 


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