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Question by melners · Jan 23, 2015 at 07:11 AM · gameobjectpickupcollectible

Collecting Tagged Objects with GetKeyDown

Sorry if I'm not clear enough but this is the first time I've posted a question. So, I've googled and researched so many different way to do this, but I can't seem to get the right pieces together. What I want to do is when the player gets close to an object, a GUI text shows up saying to press E to pick up, and when the key is pressed, it deactivates the object. There are 5 different collectable objects in the game. I managed to get it working by specifying each GameObject, but what I would like to do is apply a tag to them all so I can simplify the code.

What I got to work is this:

 public GameObject collectableOne;
 public GameObject collectableTwo;
 public GameObject collectableThree;
 public GameObject collectableFour;
 public GameObject collectableFive;
 
 void Update() {
 
 if (Input.GetKeyDown (KeyCode.E)) {
     collectableOne.gameObject.SetActive (false);
     collectableTwo.gameObject.SetActive (false);
     collectableThree.gameObject.SetActive (false);
     collectableFour.gameObject.SetActive (false);
     collectableFive.gameObject.SetActive (false);
 }

 }

And what I'd like is something like this:

 void Update {
 
 if (Input.GetKeyDown (KeyCode.E)) {
     if (gameObject.tag == "PickUp") {
         gameObject.SetActive (false);
     }
 }
 
 }

Any suggestions as to why it's not working? They would be greatly appreciated!

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Answer by zharik86 · Jan 23, 2015 at 07:38 AM

I think, you must use function FindGameObjectsWithTag(), and set your needs objects right tag: PickUp:

  void Update {
   if (Input.GetKeyDown (KeyCode.E)) {
    GameObject[] picks = GameObject.FindGameObjectsWithTag("PickUp");
    foreach (GameObject gmo in picks) {
     gmo.SetActive(false);
    }
   }
  }

And attach this script at any object in Scene, for example, Main Camera. I hope that it will help you.

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