Access variable from other gameobject

Discussion in 'Scripting' started by fmaddict, Jul 10, 2011.

  1. fmaddict

    fmaddict

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    how would i access a variable from a script on a different game object?
    The variables are either booleans or objects set in unity with a Transform in script
    I'm using java
  2. Stec

    Stec

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  3. fmaddict

    fmaddict

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    These seem to invoke functions rather than access variables. They state do not work with my booleans when i try to use it
  4. npsf3000

    npsf3000

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    Make sure your booleans are public.

    Because the docs are correct (and work with accessing variables).
  5. fmaddict

    fmaddict

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    there definitely public variables.

    the error that I am getting when its trying to compile the script is "It is not possible to invoke an expression of type 'boolean'."
  6. npsf3000

    npsf3000

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    If you have code that doesn't work, first step is to show us.
  7. fmaddict

    fmaddict

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    I'm not quite sure which scripts i should be posting but here is the little bit i have to try and get it working before implement it into my main one

    Code (csharp):
    1. var script : gui;
    2. script = GetComponent("gui");
    3. script.sw1 ();
    trying to access these variables from a script called 'gui'

    Code (csharp):
    1. var sw1 : boolean = true;
    2. var sw2 : boolean = true;
    3. var sw3 : boolean = true;
    4. var sw4 : boolean = true;
  8. npsf3000

    npsf3000

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    As I thought.

    Code (csharp):
    1.  
    2. script.sw1 ();
    3.  
    What are the brackets there for? Are you calling some function? This is what the error message was saying:

    What you should be doing is using it as you would any other boolean:

    Code (csharp):
    1.  
    2. //set to false
    3. script.sw1 = false;
    4.  
    5. // toggle
    6. script.sw1 = !script.sw1;
    7.  
    8. //If statement
    9.  
    10. if (script.sw1) //do something
    11.  
    12. //make sure it works
    13. debug.log(script.sw1);
    14.  
    15. //etc.
    16.  
  9. fmaddict

    fmaddict

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    ok thank you very much that fixed it. I'm sure i tried the if statement with that and same problem but ohh well.

    i am very grateful for your help.
  10. fmaddict

    fmaddict

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    ok 1 day on and i have problems again.

    when testing with this script it works fine
    Code (csharp):
    1. var script : path1;
    2. script = GetComponent("path1");
    3.  
    4. function Update(){
    5.     Debug.Log(script.w1);
    but when i put it in my full script it doesnt work anymore. With the error
    "NullReferenceException: Object reference not set to an instance of an object
    mover.Start () (at Assets/Movement/mover.js:15)"

    Code (csharp):
    1. var waypoint = new Array();
    2. private var currentWaypoint : int;
    3.  
    4. var speed : float = 10;
    5. var loop : boolean = false;
    6.  
    7. var ways : path1;
    8. ways = GetComponent("path1");
    9. var gui : gui1;
    10. gui = GetComponent("gui1");
    11.  
    12.  
    13.  
    14. function Start(){
    15.     waypoint.Add(ways.w7);
    16.     waypoint.Add(ways.w8);
    17.     waypoint.Add(ways.w9);
    18.     waypoint.Add(ways.w10);
    19.     waypoint.Add(ways.w82);
    20.     waypoint.Add(ways.w83);
    21.     Debug.Log(gui.sw1);
    22.     Debug.Log(waypoint);
    23. }
    24.  
    25.  
    26. function Update(){
    27.  
    28.     if(currentWaypoint < waypoint.length){
    29.         var target : Vector3 = waypoint[currentWaypoint].position;
    30.         var moveDirection : Vector3 = target - transform.position;
    31.        
    32.         var velocity = rigidbody.velocity;
    33.        
    34.         if(moveDirection.magnitude < 1){
    35.             currentWaypoint++;
    36.         }
    37.         else{
    38.             velocity = moveDirection.normalized * speed;
    39.         }
    40.     }
    41.     else{
    42.         if(loop){
    43.             currentWaypoint=0;
    44.         }
    45.         else{
    46.             velocity = Vector3.zero;
    47.         }
    48.        
    49.     }
    50.    
    51.     rigidbody.velocity = velocity;
    52.     transform.LookAt(target);
    53. }
    54.  
    55.  
    56. function OnTriggerEnter(collision : Collider){
    57.     if (collision == ways.w83){
    58.         if(gui.sw1){
    59.             waypoint.Add(ways.w84);
    60.             waypoint.Add(ways.w85);
    61.             waypoint.Add(ways.w86);
    62.             waypoint.Add(ways.w87);
    63.             waypoint.Add(ways.w88);
    64.             waypoint.Add(ways.w89);
    65.             waypoint.Add(ways.w90);
    66.             waypoint.Add(ways.w91);
    67.             waypoint.Add(ways.w92);
    68.             waypoint.Add(ways.w93);
    69.             waypoint.Add(ways.w94);
    70.             waypoint.Add(ways.w95);
    71.             waypoint.Add(ways.w109);
    72.             waypoint.Add(ways.w110);
    73.         }
    74.         else{
    75.             waypoint.Add(ways.w104);
    76.         }
    77.     }
    78.    
    79.     if (collision == ways.w104){
    80.         if(gui.sw2){
    81.             waypoint.Add(ways.w106);
    82.             waypoint.Add(ways.w116);
    83.         }
    84.         else{
    85.             waypoint.Add(ways.w105);
    86.             waypoint.Add(ways.w107);
    87.         }
    88.     }
    89.    
    90.         if (collision == ways.w116){
    91.         if(gui.sw3){
    92.             waypoint.Add(ways.w118);
    93.             waypoint.Add(ways.w120);
    94.             waypoint.Add(ways.w108);
    95.             waypoint.Add(ways.w109);
    96.             waypoint.Add(ways.w110);
    97.         }
    98.         else{
    99.             waypoint.Add(ways.w117);
    100.             waypoint.Add(ways.w119);
    101.             waypoint.Add(ways.w101);
    102.         }
    103.     }
    104.    
    105.         if (collision == ways.w101){
    106.         if(gui.sw4){
    107.             waypoint.Add(ways.w80);
    108.             waypoint.Add(ways.w12);
    109.             waypoint.Add(ways.w122);
    110.         }
    111.         else{
    112.             waypoint.Add(ways.w102);
    113.             waypoint.Add(ways.w103);
    114.             waypoint.Add(ways.w108);
    115.             waypoint.Add(ways.w109);
    116.             waypoint.Add(ways.w110);
    117.         }
    118.     }
    119.    
    120.         if (collision == ways.w96){
    121.         if(gui.sw5){
    122.             waypoint.Add(ways.w97);
    123.             waypoint.Add(ways.w78);
    124.             waypoint.Add(ways.w66);
    125.         }
    126.         else{
    127.             waypoint.Add(ways.w98);
    128.             waypoint.Add(ways.w99);
    129.             waypoint.Add(ways.w100);
    130.             waypoint.Add(ways.w116);
    131.         }
    132.     }
    133.    
    134.         if (collision == ways.w110){
    135.         if(gui.sw6){
    136.             waypoint.Add(ways.w112);
    137.             waypoint.Add(ways.w114);
    138.             waypoint.Add(ways.w13);
    139.             waypoint.Add(ways.w122);
    140.         }
    141.         else{
    142.             waypoint.Add(ways.w111);
    143.             waypoint.Add(ways.w113);
    144.             waypoint.Add(ways.w115);
    145.             waypoint.Add(ways.w81);
    146.             waypoint.Add(ways.w12);
    147.             waypoint.Add(ways.w122);
    148.         }
    149.     }
    150.    
    151.         if (collision == ways.w66){
    152.         if(gui.sw7){
    153.             waypoint.Add(ways.w80);
    154.             waypoint.Add(ways.w12);
    155.             waypoint.Add(ways.w122);
    156.         }
    157.         else{
    158.             waypoint.Add(ways.w67);
    159.             waypoint.Add(ways.w68);
    160.             waypoint.Add(ways.w69);
    161.             waypoint.Add(ways.w50);
    162.             waypoint.Add(ways.w51);
    163.         }
    164.     }
    165.    
    166.         if (collision == ways.w51){
    167.         if(gui.sw8){
    168.             waypoint.Add(ways.w53);
    169.             waypoint.Add(ways.w55);
    170.             waypoint.Add(ways.w70);
    171.             waypoint.Add(ways.w12);
    172.             waypoint.Add(ways.w122);
    173.         }
    174.         else{
    175.             waypoint.Add(ways.w52);
    176.             waypoint.Add(ways.w54);
    177.             waypoint.Add(ways.w56);
    178.             waypoint.Add(ways.w57);
    179.             waypoint.Add(ways.w58);
    180.             waypoint.Add(ways.w11);
    181.             waypoint.Add(ways.w122);
    182.         }
    183.     }
    184.    
    185.         if (collision == ways.w14){
    186.         if(gui.sw9){
    187.             waypoint.Add(ways.w31);
    188.             waypoint.Add(ways.w32);
    189.         }
    190.         else{
    191.             waypoint.Add(ways.w15);
    192.             waypoint.Add(ways.w16);
    193.             waypoint.Add(ways.w17);
    194.             waypoint.Add(ways.w18);
    195.             waypoint.Add(ways.w18);
    196.             waypoint.Add(ways.w20);
    197.         }
    198.     }
    199.    
    200.         if (collision == ways.w32){
    201.         if(gui.sw10){
    202.             waypoint.Add(ways.w33);
    203.             waypoint.Add(ways.w35);
    204.             waypoint.Add(ways.w37);
    205.             waypoint.Add(ways.w39);
    206.             waypoint.Add(ways.w41);
    207.             waypoint.Add(ways.w44);
    208.             waypoint.Add(ways.w45);
    209.         }
    210.         else{
    211.             waypoint.Add(ways.w34);
    212.             waypoint.Add(ways.w36);
    213.             waypoint.Add(ways.w38);
    214.             waypoint.Add(ways.w40);
    215.             waypoint.Add(ways.w42);
    216.             waypoint.Add(ways.w43);
    217.             waypoint.Add(ways.w44);
    218.             waypoint.Add(ways.w45);
    219.         }
    220.     }
    221.    
    222.         if (collision == ways.w20){
    223.         if(gui.sw11){
    224.             waypoint.Add(ways.w22);
    225.             waypoint.Add(ways.w23);
    226.             waypoint.Add(ways.w24);
    227.             waypoint.Add(ways.w65);
    228.             waypoint.Add(ways.w78);
    229.         }
    230.         else{
    231.             waypoint.Add(ways.w21);
    232.             waypoint.Add(ways.w25);
    233.         }
    234.     }
    235.    
    236.         if (collision == ways.w25){
    237.         if(gui.sw12){
    238.             waypoint.Add(ways.w26);
    239.             waypoint.Add(ways.w28);
    240.             waypoint.Add(ways.w31);
    241.             waypoint.Add(ways.w32);
    242.         }
    243.         else{
    244.             waypoint.Add(ways.w27);
    245.             waypoint.Add(ways.w29);
    246.             waypoint.Add(ways.w30);
    247.             waypoint.Add(ways.w48);
    248.             waypoint.Add(ways.w49);
    249.             waypoint.Add(ways.w50);
    250.             waypoint.Add(ways.w51);
    251.         }
    252.     }
    253.    
    254.         if (collision == ways.w71){
    255.         if(gui.sw13){
    256.             waypoint.Add(ways.w59);
    257.         }
    258.         else{
    259.             waypoint.Add(ways.w72);
    260.             waypoint.Add(ways.w73);
    261.             waypoint.Add(ways.w74);
    262.             waypoint.Add(ways.w75);
    263.             waypoint.Add(ways.w76);
    264.             waypoint.Add(ways.w82);
    265.             waypoint.Add(ways.w83);
    266.         }
    267.     }
    268.    
    269.         if (collision == ways.w59){
    270.         if(gui.sw14){
    271.             waypoint.Add(ways.w77);
    272.             waypoint.Add(ways.w78);
    273.         }
    274.         else{
    275.             waypoint.Add(ways.w60);
    276.             waypoint.Add(ways.w61);
    277.             waypoint.Add(ways.w62);
    278.             waypoint.Add(ways.w63);
    279.             waypoint.Add(ways.w64);
    280.             waypoint.Add(ways.w19);
    281.             waypoint.Add(ways.w20);
    282.         }
    283.     }
    284.    
    285.         if (collision == ways.w45){
    286.         if(gui.sw15){
    287.             waypoint.Add(ways.w56);
    288.             waypoint.Add(ways.w57);
    289.             waypoint.Add(ways.w58);
    290.             waypoint.Add(ways.w11);
    291.             waypoint.Add(ways.w122);
    292.         }
    293.         else{
    294.             waypoint.Add(ways.w46);
    295.             waypoint.Add(ways.w47);
    296.             waypoint.Add(ways.w48);
    297.             waypoint.Add(ways.w49);
    298.             waypoint.Add(ways.w50);
    299.             waypoint.Add(ways.w51);
    300.         }
    301.     }
    302.    
    303.         if (collision == ways.w78){
    304.         if(gui.sw16){
    305.             waypoint.Add(ways.w66);
    306.         }
    307.         else{
    308.             waypoint.Add(ways.w79);
    309.             waypoint.Add(ways.w101);
    310.         }
    311.     }
    312.    
    313.         if (collision == ways.w77){
    314.         if(gui.sw17){
    315.             waypoint.Add(ways.w78);
    316.         }
    317.         else{
    318.             waypoint.Add(ways.w96);
    319.         }
    320.     }
    321. }
  11. amit1532

    amit1532

    Member

    Joined:
    Jul 19, 2010
    Messages:
    273
    replace with this:
    PHP:
    var ways;
    ways GetComponent("path1");
    var 
    gui;
    gui GetComponent("gui1");
    let unity decide what type is the variable
    a name of a script is not a type.
  12. fmaddict

    fmaddict

    New Member

    Joined:
    Apr 2, 2011
    Messages:
    18
    i managed to fix it by adding gameObject.Find to force it to look in the right place. i believe it was finding the raw script with nothing attached rather than the one on the object.