How to Fix the ‘GameObject.GetComponent()’ Error in Unity Using the Observer Pattern

Unity is a powerful game engine that uses C# for scripting, and while working with design patterns like Observer, it’s common to run into syntax or type-related issues especially when dealing with Unity components dynamically.

In this post, I’ll walk you through:

  • My original Observer Pattern implementation
  • What caused the GameObject.GetComponent() error
  • How I fixed it
  • And how I added more features to practice and improve the pattern

My Original Observer Pattern Code in Unity

Here’s the original Observer implementation I was working on. The idea is to make a Box GameObject react when it receives a notification (like jumping when a trigger happens).

using UnityEngine;
using System.Collections;

namespace ObserverPattern
{
// Wants to know when another object does something interesting
public abstract class Observer
{
public abstract void OnNotify();
}

public class Box : Observer
{
// The box GameObject which will do something
GameObject boxObj;

// What will happen when this box gets an event
BoxEvents boxEvent;

public Box(GameObject boxObj, BoxEvents boxEvent)
{
this.boxObj = boxObj;
this.boxEvent = boxEvent;
}

// What the box will do if the event fits it
public override void OnNotify()
{
Jump(boxEvent.GetJumpForce());
}

// The box will always jump in this case
void Jump(float jumpForce)
{
// If the box is close to the ground
if (boxObj.transform.position.y < 0.55f)
{
boxObj.GetComponent().AddForce(Vector3.up * jumpForce);
}
}
}
}

The Error I Got

When I tried to run this code, Unity threw the following compile error:

error CS0411: The type arguments for method 'GameObject.GetComponent()' cannot be inferred from the usage. Try specifying the type arguments explicitly.

The problematic line was:

boxObj.GetComponent().AddForce(Vector3.up * jumpForce);

Why This Happen

GetComponent() is a generic method. That means Unity expects us to explicitly tell it what component we want, like:

boxObj.GetComponent<Rigidbody>()

Since I didn’t specify a type, Unity didn’t know which component I was trying to access and the compiler couldn’t infer it either. Hence the error.

The Simple Fix

Here’s how I corrected that line:

boxObj.GetComponent<Rigidbody>().AddForce(Vector3.up * jumpForce);

This explicitly tells Unity to get the Rigidbody component before calling AddForce().

My Improve and Expanded Version

After fixing the error, I decided to make my Observer Pattern more robust. I added:

  • Component caching to avoid repeated GetComponent() calls
  • A second behavior: changing color on notify
  • A structure for checking different event types

Here’s the enhanced version of the Box class:

using UnityEngine;

namespace ObserverPattern
{
public abstract class Observer
{
public abstract void OnNotify();
}

public class Box : Observer
{
GameObject boxObj;
BoxEvents boxEvent;
Rigidbody rb;

public Box(GameObject boxObj, BoxEvents boxEvent)
{
this.boxObj = boxObj;
this.boxEvent = boxEvent;

// Cache the Rigidbody component
rb = boxObj.GetComponent<Rigidbody>();
if (rb == null)
{
Debug.LogError("Rigidbody not found on Box GameObject!");
}
}

public override void OnNotify()
{
if (boxEvent.ShouldJump())
Jump(boxEvent.GetJumpForce());

if (boxEvent.ShouldFlash())
FlashColor(boxEvent.GetFlashColor());
}

void Jump(float jumpForce)
{
if (boxObj.transform.position.y < 0.55f)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
// You could add sound or animation trigger here
}
}

void FlashColor(Color color)
{
Renderer rend = boxObj.GetComponent<Renderer>();
if (rend != null)
{
rend.material.color = color;
// Optionally: add coroutine to revert color after a short delay
}
}
}
}

Practice Ideas to Build On

If you want to take this further, here are some practice features you could add:

  • Multiple Observers: Make several boxes listen to the same event source.
  • BoxEventType Enum: Handle multiple behaviors like Jump, Flash, Spin, Shrink, etc.
  • Dynamic Subscription: Let boxes register/unregister themselves from the subject during runtime.
  • UI Feedback: Show messages or logs in the UI when events are received.
  • Object Pooling: Reuse observers and GameObjects instead of instantiating/destroying repeatedly.

Final Thoughts

The Observer Pattern is a powerful tool when building scalable and decoupled game systems in Unity. While implementing it, small issues like generic method usage (GetComponent<T>()) can trip you up but they’re easy to fix once you understand the syntax. After fixing my error, I expanded my project to include more interactive behaviors and optimizations, which made my code cleaner and more game-ready.

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