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Question by $$anonymous$$ · Mar 16, 2019 at 09:35 PM · gameobjectraycastcollidervector3

GameObjects

So I have three GameObjects within the scene with the same name ("Player"), while I'm shooting one GameObject, the other GameObject is destroyed. How can I have the same GameObject I am shooting at destroyed. The code is:

 public Vector3 fire;

 var player1 = GameObject.Find("Player");
 var playerloss = GameObject.Find("Player").GetComponent<Player_health>();
 
 RaycastHit hit;

 fire = hit.point;
 playerloss.health -= damage;
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Answer by Hellium · Mar 16, 2019 at 09:56 PM

GameObject.Find finds a GameObject by name and returns it. If you have multiple gameObjects named Player, you might not retrieve the one which has been hit.


Instead, retrieve the component on the hit object. Since you haven't provided your script, the following lines of code must be adapted to your situation


 RaycastHit hit;
 if (Physics.Raycast( transform.position, transform.forward, out hit) )
 {
      fire = hit.point;
      Player_health hitPlayer = hit.transform.GetComponentInChildren<Player_health>();
      if( hitPlayer != null )
          hitPlayer.health -= damage;
      else
          Debug.LogWarning("No player hit");
 }





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avatar image toddisarockstar · Mar 19, 2019 at 05:17 AM 0
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might want to add this:

  if (fire.collider.gameObject.transform.name == "Player"&&
                     fire.collider.gameObject!=gameObject){
     //other stuff for damage
     
     }
 

avatar image Bonfire-Boy toddisarockstar · Mar 19, 2019 at 11:19 AM 0
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Not for me, not the first bit anyway. Better to leave out the check for the name I$$anonymous$$O and do it Hellium's way - where you detect that something is a player by looking for a script rather than relying on the object's name.

Checking that the raycast hasn't hit the object itself could be worth doing, but I would consider using layers to constrain the results of the raycast which would probably make it redundant.

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