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Question by br.glen23 · Mar 29, 2014 at 11:46 PM · errorcomponent

GetComponent(Script) Error(Won't detect script)

Here is a javascript I have for a camera handler:

 #pragma strict
 
 var cockpitCamera : GameObject;
 var orbitCamera : GameObject;
 var orbitCameraObject : GameObject;
 
 function Start () {
 cockpitCamera.camera.active = true;
 
 }
 
 function FixedUpdate () {
 
     var cameraInput : float = Input.GetAxis("Change Camera");
     var rotateScript = orbitCameraObject.GetComponent(ArcBall);

     //toggle between the two cameras
     if(cameraInput != 0){
         cockpitCamera.camera.active = !cockpitCamera.camera.active;
         orbitCamera.camera.active = !orbitCamera.camera.active;
         rotateScript.enabled = !rotateScript.enabled;
     }
 
 }

For some reason it won't recognize ArcBall as a name of a script I have written, and I don't know why. Do I have to create an instance of ArcBall or something?

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avatar image getyour411 · Mar 29, 2014 at 11:51 PM 0
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Is that the form that needs quotes "ArcBall" in JS?

avatar image T27M · Mar 29, 2014 at 11:54 PM 0
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Can you include the exact error you get and make sure the ArcBall script is attached to orbitCameraObject.

Edit: as @getyour411 says, if the ArcBall script is written in C# you need to use quotes.

avatar image Bunny83 · Mar 30, 2014 at 01:35 AM 0
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@T27M:
If it's written in C#, the C# script just need to be placed into the plugins folder. If you don't put it in a higher compilation group then you can use the "string version" of GetComponent, but in this case you can't access class specific variables or methods of the class. You just get a Component reference which doesn't even have an enabled property. The best you can cast such a reference to is MonoBehaviour so you have at least the enabled property. You can't get more concrete since the actual class doesn't exist from the UnityScript's point of view.

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