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Question by FredVicentin · Dec 11, 2012 at 11:26 AM · c#variableaccess

Access a variable from another Script inside IF

Hey guys, how can I access a variable from another Script inside IF ?

I accessed a float variable on another script, and changed it, but I want to limit the value on t$$anonymous$$s script, t$$anonymous$$s is my script:

  if (Input.GetKey(KeyCode.D) && apertou == true)
             {
                 float water = GameObject.FindWithTag("Boia").GetComponent<Floater>().waterLevel += Time.deltaTime;
      if (Input.GetKey(KeyCode.D) && apertou == true)
                 {           
                     float water = GameObject.FindWithTag("Boia").GetComponent<Floater>().waterLevel += Time.deltaTime;
                 }
       if ( water >= 6806 (or the right code to limit the variable waterLevel))
                     {
                         Debug.Log("go");
                     }
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Answer by deltamish · Dec 11, 2012 at 01:30 PM

Hi, Its not actually possible to access a variable that is created under a function Because Unity only checks the variables that are created outside a function

Eg 1 Using Variables outside the function(void , if , else ..etc) Add both the script to the same object*Right Working Method*

 using UnityEngine;
 using System.Collections;
 
 public class Test : MonoBehaviour {
 public float x= 0;
 public float y = 0;
 
 void Update(){
 if(Input.GetKeyDown(KeyCode.A)){
 x++;//same as x+=1 ie adds  1 to the current number
 
 }
 
 if(Input.GetKeyDown(KeyCode.B)){
 y++;
 }
 }
 
 }

Getting value from other script an printing it

 using UnityEngine;
 using System.Collections;
 
 public class ValueObtainer : MonoBehaviour {
 void Update(){
 float xvalue = transform.GetComponent(Test).x;
 print(x);//or y your wish 
 
 }
 
 }

now the same script with x and y variables inside the function Wrong method ,doesnot work

 using UnityEngine;
     using System.Collections;
     
     public class Test : MonoBehaviour {
   
     
     void Update(){
     if(Input.GetKeyDown(KeyCode.A)){
 
  flaot x+=1;//same as x+=1 ie adds  1 to the current number
     
     }
     
     if(Input.GetKeyDown(KeyCode.B)){
   
 float y+=1;
     }
     }
     
     }
 
 Getting value from other script an printing it
 
     
     using UnityEngine;
     using System.Collections;
     
     public class ValueObtainer : MonoBehaviour {
     void Update(){
     float xvalue = transform.GetComponent(Test).x;
     print(x);//or y your wish 
     
     }
     
     }



Here,since x and y values are inside a function,in t$$anonymous$$s case "void and if"functions Unity returns value null

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