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How to apply target, while created at runtime?
Hello I have a camera script that is following an Transform.
This transform is created while playing (Because I have a Multiplayer game, that need a camera for each player)
When I set the prefab as target, I get the error "setTarget has no reciever".
This is the script: Thanks
var target : Transform; var targetHeight = 2.0; var distance = 2.8; var maxDistance = 10; var minDistance = 0.5; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -40; var yMaxLimit = 80; static var camactive = true; var zoomRate = 20; var rotationDampening = 3.0; private var x = 0.0; private var y = 0.0; static var underwater:boolean = false; var isTalking:boolean = false;
 
               @script AddComponentMenu("Camera-Control/WoW Camera")
 function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x;
  // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; }
 function Update() { if(underwater == true) { color = Color (56.0, 166.0, 198.0, 122.0); 
 RenderSettings.fogColor = color; RenderSettings.fogDensity = 0.1; }
  }
 function LateUpdate () { if(!target) return;
  if (Input.GetButtonDown("Camera")){ camactive = !camactive; } // If either mouse buttons are down, let them govern camera position
  if(camactive == true){ if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){ x += Input.GetAxis("Mouse X")  xSpeed  0.02; y -= Input.GetAxis("Mouse Y")  ySpeed  0.02;
  // otherwise, ease behind the target if any of the directional keys are pressed } else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) { var targetRotationAngle = target.eulerAngles.y; var currentRotationAngle = transform.eulerAngles.y; x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
  }
  } else{ if (Input.GetMouseButton(0) || (Input.GetMouseButton(1))){ x += Input.GetAxis("Mouse X")  xSpeed  0.02; y -= Input.GetAxis("Mouse Y")  ySpeed  0.02;
  // otherwise, ease behind the target if any of the directional keys are pressed } }
  distance -= (Input.GetAxis("Mouse ScrollWheel")  Time.deltaTime)  zoomRate * Mathf.Abs(distance); distance = Mathf.Clamp(distance, minDistance, maxDistance);
  y = ClampAngle(y, yMinLimit, yMaxLimit);
  // ROTATE CAMERA: var rotation:Quaternion = Quaternion.Euler(y, x, 0); transform.rotation = rotation;
  // POSITION CAMERA: var position = target.position - (rotation  Vector3.forward  distance + Vector3(0,-targetHeight,0)); transform.position = position;
  // IS VIEW BLOCKED? var hit : RaycastHit; var trueTargetPosition : Vector3 = target.transform.position - Vector3(0,-targetHeight,0); // Cast the line to check: if (Physics.Linecast (trueTargetPosition, transform.position, hit)) { // If so, shorten distance so camera is in front of object: var tempDistance = Vector3.Distance (trueTargetPosition, hit.point) - 0.28; // Finally, rePOSITION the CAMERA: position = target.position - (rotation  Vector3.forward  tempDistance + Vector3(0,-targetHeight,0)); transform.position = position; } }
 static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max);
 } 
Answer by Mike 3 · Jun 11, 2010 at 09:27 AM
In Start, you need to find your object somehow
Most likely you'll want to use GameObject.FindWithTag or GameObject.Find
e.g.
function Start() { var targetGO = GameObject.FindWithTag("Player"); if (targetGO != null) target = targetGO.transform; else Debug.LogError("Couldn't find the player to target!");
 
                //other code
 } 
Your answer
 
 
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