I have a script attached to a cube in my project, I want to activate and deactivate the cube when I press return and shift key respectively, but I can’t do that in the script attached to the object as once the object is disabled, the script can’t be accessed anymore, so I created another cube and attached a script to it, I put in this code:
using UnityEngine;
using System.Collections;
public class Enable_Disable_Script : MonoBehaviour {
private cubeScript myScript;
// Use this for initialization
void Start ()
{
myScript = new cubeScript();
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown (KeyCode.Return)) {
myScript.Cube.SetActive (false);
}
else if (Input.GetKeyUp (KeyCode.Return))
{
myScript.Cube.SetActive(true);
}
}
}
NOTE: ‘cubeScript’ is the script I attached to the first cube and ‘Cube’ is the name of the variable I want to store my cube gameobject in.
My question is - How can I store the cube(gameobject) that I want to activate/deactivate in the variable ‘Cube’ by using some code in the first script?
Please help, I am a beginner in unity and I don’t know how to do this, I have tried each and everything I knew and nothing is working, I have spent hours trying to figure it out, but it seems I am getting it wrong somehow, any help will be appreciated!