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Question by Miziziziz · Jul 17, 2013 at 10:43 PM · variable

C# unable to make a public gameobject variable

So, I made a script in JS, and converted it to C#. But now when I add the script as a component there are no slots for me to drag a gameobject on to. Not really sure where I went wrong:

 using UnityEngine;
 using System.Collections;
 
 public class WeaponSwitching : MonoBehaviour
 {
 public GameObject Weapon01;
 public GameObject Weapon02;
 public void Update()
     {
         if (Input.GetKeyDown("Q"))
         {
             SwapWeapons();
         }
     }
     public void SwapWeapons()
     {
         if (Weapon01.active)
         {
             Weapon01.SetActive(false);
             Weapon02.SetActive(true);
         }
         else
         {
             Weapon01.SetActive(true);
             Weapon02.SetActive(false);
         }
     }
 
 }
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avatar image perchik · Jul 17, 2013 at 10:59 PM 0
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$$anonymous$$y initial guess is that you have a compile error somewhere, and your script hasn't recompiled. Only after it compiles once will the public variables show up in the editor.

Also, you could try making a public int just to see if it shows up. I'm not entirely sure GameObjects can be public, I think you have to use Transform to pass a game object in

avatar image Narv · Jul 17, 2013 at 11:14 PM 0
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like perchik said, try right clicking on the script in the project view and hitting refresh or reimport to see if that fixes the issue.

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Answer by Meltdown · Jul 17, 2013 at 11:30 PM

Your code is fine, you most likely have a script compile issue. Check your error log and resolve any issues first.

Also there is no need to make variables public just so they are visible in the inspector. A better way to do it is add the [SerializeField] attribute.

i.e

 [SerializeField]
 GameObject Weapon01;
 [SerializeField]
 GameObject Weapon02;
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Answer by Miziziziz · Jul 18, 2013 at 03:35 AM

ok, thanks for the advice, everyone; I was able to figure it out: Apparently the original JS script had errors, which somehow prevented the C# script from working... strange

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