Unity: Calling a method from another script - c#

I am completely new to Unity and all other answers I've found for this go over my head.
So far I've run everything from the same script, which is getting very big and messy. Therefore I am trying to learn how to call methods from other scripts.
I have a dropdown menu with the code in one script and I'm trying to call that code from another.
ScriptA:
using UnityEngine;
public class ChoseLanguage: MonoBehaviour
{
public TMPro.TMP_Dropdown myDrop;
DisplayController displayController;
public void DropdownChooseLanguage()
{
if (myDrop.value == 1)
PlayerPrefs.SetString("chosenLanguage", "Spanish");
if (myDrop.value == 2)
PlayerPrefs.SetString("chosenLanguage", "Japanese");
if (myDrop.value == 3)
PlayerPrefs.SetString("chosenLanguage", "Korean");
if (myDrop.value == 4)
PlayerPrefs.SetString("chosenLanguage", "Icelandic");
Debug.Log(PlayerPrefs.GetString("chosenLanguage"));
displayController.DropdownSetLanguage();
}
}
The selection code works by itself, and the debug.Log shows that the chosen language is being saved correctly to PlayerPrefs.
The error comes when it tries to read the "displayController.DropdownChooseLanguage();" line. (Line 28)
Unity gives this error:
NullReferenceException: Object reference not set to an instance of an object
ChoseLanguage.DropdownChooseLanguage () (at Assets/Scripts/ChoseLanguage.cs:28)
Script B
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using TMPro;
public class DisplayController : MonoBehaviour
{
...
public void DropdownSetLanguage()
{
SetFileName();
setLanguage.gameObject.SetActive(false);
Start();
}
...
}
Earlier, the exact same code from Script A was placed in ScriptB and all the code worked as it should.
This is a very noob question but I have simply just never been able to understand how exactly to access other scripts correctly.
Any help will be greatly appreciated.
Thanks.
EDIT:
I found a solution to this but I'll keep the question up in case other beginners have the same problem or if anyone has a better solution.
I made the DisplayController displayController; into public DisplayController displayController; and then dragged the gameobject with the displaycontroller script attached into the slot for it.

DropdownSetLanguage is public and it seems you think you can access it by
creating a DisplayController object named displayController.
It is ok
about to access a class but, displayController should be null in this state.
Because you have to assign an initial DisplayController to displayController
in your first code.
You can add public or [Serializable] tag in front of
DisplayController displayController; in your first code then, you can add
a GameObject which has a DisplayController script in it in Unity editor.
accessibility

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I need a solution for this
This may happen is the file name does not match the class name. Make sure that the file containing this script is also named VirtualManMovement.cs
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using System.Collections.Generic;
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public class Testing : MonoBehaviour
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public GameObject obj;
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Welcome to Stackoverflow!
This issue is mostly caused when you create a script outside the Unity Editor, i.e. in your IDE or editor of choice. Whenever you want to create a script, you need to create it inside the Editor, by right-clicking in your project folder and selecting "New C# Script".
If you do create your script inside Unity, you need to make sure that the class name (in your case, "Testing") is the same as the script file name.
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I have this script that allows me to change to a different scene when I push a button. I've used it multiple times before with no issue, but recently I've been getting this compiler error that's telling me the script can't be accessed due to its protect level. I did some research and it supposedly means something is set to private instead of public, but everything in my script is public to begin with. Please help? According to Unity, the error is the ".LoadScene" inside public void DoSceneChange().
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using UnityEditor;
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You can check this Introduction to Scriptable Objects tutorial on unity website.
I can't comment so just place it like answer:
Don't forget to use UnityEditor.AssetDatabase.GenerateUniqueAssetPath coz simple AssetDatabase.CreateAsset can erase your data:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class MakeScriptableObject
{
[MenuItem("Assets/Create/My Scriptable Object")]
public static void CreateMyAsset()
{
MyScriptableObjectClass asset = ScriptableObject.CreateInstance<MyScriptableObjectClass>();
string name = UnityEditor.AssetDatabase.GenerateUniqueAssetPath("Assets/NewScripableObject.asset");
AssetDatabase.CreateAsset(asset, name);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}

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