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.