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This question was closed Jul 17, 2015 at 11:09 AM by meat5000 for the following reason:

Duplicate Question

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Question by khos85 · Jul 16, 2015 at 11:45 AM · passing

How to pass value of exsisting GameObject variable - Unity JS?

Hi,

How to pass value of existing GameObject variable - Unity JS?

I have two gameobjects (players), they can be switched to active or not in a scene, when I switch between those I need to know which other objects in the scene are set active/or not also so currently I load these objects (parent) into a static var obj : gameObject, then when my other player object becomes active I need to remember what other scene objects are active or not... I try to do this by doing e.g: FPSInputController.FPSobject1 = object1;

E.g. object1 can have a reference in the editor to a rock object

Both FPSobject1 and object1 are defined as : GameObject But that is not working.. How can I pass a reference of GameObject to another GameObject?

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avatar image BobbleHead · Jul 16, 2015 at 11:53 AM 0
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Probably best you show some code here so I can help you!

avatar image khos85 · Jul 16, 2015 at 04:02 PM 0
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Should have done that from the start!

$$anonymous$$g. walker.js has:

 static var Whideobject1 : GameObject;
 
 function disableallobjects(){
    try { 
    Whideobject1.SetActive(false); 
    } catch (err) { }
 }
 
 function enableallobjects(){
    try { 
    Whideobject1.SetActive(true); 
    } catch (err) { }
 }
 
 
 function Start () {
    try { 
    Whideobject1 = GameObject.Find("terrainsmodels");
       } catch (err) { }
 }
 
 
 function OnGUI(){
     if (GUI.Button (Rect (40, 290,80,20), "Fastest")) {
      QualitySettings.currentLevel = QualityLevel.Fastest;
      disableallobjects();
     }
     if (GUI.Button (Rect (40,390,80,20), "Fantastic")) {
      QualitySettings.currentLevel = QualityLevel.Fantastic;
      enableallobjects();
     }
 }




walker1.js has:

 static var hideobject1 : GameObject;
 
  function disableallobjects(){
    try { 
    hideobject1.SetActive(false); 
    } catch (err) { }
 }
 
 function enableallobjects(){
    try { 
    hideobject1.SetActive(true); 
    } catch (err) { }
 }
 
 function Start() {
    try { 
    hideobject1 = GameObject.Find("terrainsmodels");
       } catch (err) { }
 }
 
 Function SwitchWalker{}{
 walker.Whideobject1 = walker1.hideobject1;
 }
 
 function OnGUI(){
     if (GUI.Button (Rect (40, 290,80,20), "Fastest")) {
      QualitySettings.currentLevel = QualityLevel.Fastest;
      disableallobjects();
     }
     if (GUI.Button (Rect (40,390,80,20), "Fantastic")) {
      QualitySettings.currentLevel = QualityLevel.Fantastic;
      enableallobjects();
     }
 
 }

Between the the gameobjects (that each have one of these scripts) how can I persist the value of hideobject1 or Whideobject1 so that each gameoject knows if terrainsmodels is active or not..

avatar image KdRWaylander · Jul 17, 2015 at 08:56 AM 0
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Edit your main post with the code and format it with the 101010 button please, that's unreadable ...

avatar image khos85 · Jul 17, 2015 at 05:35 PM 0
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Is that better?

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