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Question by MountDoomTeam · Nov 27, 2012 at 04:37 PM · functioneventsendbetween

send an event from one script to another i.e. a collision

I want to call a function in scriptA every time an isolated event occurs(for example a collision or and instantiation) in scriptB, and also want to get lots of fast changing variables from scriptB at the time of the event.

the 2 scripts are on different GameObjects.

what is the way to do that?

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Answer by loopyllama · Nov 27, 2012 at 04:46 PM

void OnCollisionEnter(Collider other){ other.gameObject.SendMessage(.....); }

or OnTriggerEnter

or use delegates

Now that you can pass the instance to another object, to access many variables of the instance consider making them public read only properties.

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avatar image MountDoomTeam · Nov 27, 2012 at 04:54 PM 0
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I see where you are co$$anonymous$$g from. I had misunderstood Send$$anonymous$$essage.

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Answer by flaviusxvii · Nov 27, 2012 at 04:43 PM

With just a slight change in terminology, Google can answer all of your questions. Yes, we write "scripts", but it's better to think of them as Components. Then it's more obvious to use things like GetComponent().

Makes sense?

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avatar image MountDoomTeam · Nov 27, 2012 at 04:47 PM 0
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GetComponent will get anything from one code to another when the receiving script asks for it, but it couldn't do that without knowing if the event has occurred in the sending code. the event-receiving code contains about 10-15 variables, whereas the event-triggering code only contains 3, so I want to send the event to the receiving code, and run it from there without having to get 15 components and the function into the sending code. I guess I have to get a component in the function update of the receiving code which indicates when there is collision. How do I do that?

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