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Question by sniperguy124 · Aug 30, 2016 at 08:09 PM · problem during runtimecommunication

Trouble with script communication c#

I have this scenario where i pick up a gun, and it goes in my hands. I look at the gun on the ground, hit f, and it dissapears as planned. This script contains a bool to tell the gun in the heand to activate, however it just wont get read by my other script, no matter what i do. It doesnt show any error either.

This is the code mounted on the gun on the ground:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class GunTextUi : MonoBehaviour {
 
     public string myString;
     public Text textObject;
     public float fadeTime;
     public bool displayInfo;
     public bool pickedUp;
 
     // Use this for initialization
     void Start () {
         textObject = GameObject.Find("Text").GetComponent<Text>();
         textObject.color = Color.clear;
         pickedUp = false;
         gameObject.SetActive(true);
     }
     
     // Update is called once per frame
     void Update () {
         FadeText();
         PickUp();
     }
 
     void OnMouseOver()
     {
         displayInfo = true;
     }
 
     void OnMouseExit()
     {
         displayInfo = false;
     }
 
     void FadeText()
     {
         if (displayInfo)
         {
             textObject.text = myString;
             textObject.color = Color.Lerp(textObject.color, Color.black, fadeTime * Time.deltaTime);
         }
         else
         {
             textObject.color = Color.Lerp(textObject.color, Color.clear, fadeTime * Time.deltaTime);
         }
     }
 
     void PickUp()
     {
         if (displayInfo && Input.GetKeyDown("f")){
             pickedUp = true;
             gameObject.SetActive(false);
         }
         else
         {
             gameObject.SetActive(true);
         }
     }
 }
 

this is the one on the gun:

using UnityEngine; using System.Collections;

public class EquipGun : MonoBehaviour {

 public bool PickedUp;

 void Update()
 {
     gameObject.SetActive(GameObject.FindObjectOfType<GunTextUi>().pickedUp);
 }

}

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Answer by beau101023 · Aug 30, 2016 at 10:14 PM

Replace this (line 5 of second script):

 GameObject.FindObjectOfType();

With this:

 GameObject.GetComponent();
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