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Question by Aucorti · Jun 16, 2014 at 09:26 PM · c#errorgameobjectplayercomponent

Disabling A Script on a GameObject From a Different Script

Hello.

I've been creating somet$$anonymous$$ng recently w$$anonymous$$ch requires me to disable the "FPSInputController" component of the First Person Controller that comes with Unity.

I've implemented t$$anonymous$$s bit of code w$$anonymous$$ch I thought would have worked:

 GameObject.FindGameObjectWithTag ("Player").GetComponent<FPSInputController>().enabled = false;

However, Unity gives me an error when I try and use t$$anonymous$$s:

  • The name "FPSInputController" does not exist in the current context.

I don't know why I cannot reference the FPSInputController on my Player. Can someone give me an idea?

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Answer by Uncasid · Jun 16, 2014 at 10:23 PM

When you run your game, go to the editor before you run t$$anonymous$$s piece of code. Check to see that the game object does in fact have a reference to the FPSInputController.

I might also suggest doing a singleton implementation if you plan on accessing it a bunch of times. Singletons with unity are pretty easy to implement:

  public class MyClass : MonoBehavior {
 
         public static MyClass myInstance = null;
  
         void Start() {
           myInstance = t$$anonymous$$s; 
         }
  }
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Answer by hacky1892 · Jan 12, 2015 at 05:43 AM

I was the same problem, and I discovered that MonoDevelop IDE doesn't recognizes the issue. Just write your code, save it and Unity will not throw any error in the Console.

 GameObject.Find("Player").GetComponent<FPSInputController>().enabled = false;

Try using Find() instead FindGameObjectWithTag()

Good look!

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