Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by cswan90 · Aug 03, 2016 at 01:43 PM · c#scripting problemgameobject

ScriptName versus PingPongScriptName?

I am having a very strange problem that I have never seen before, and after searching the internet, looks like no one else has ever seen it either. I am trying to reference a different script through code in order to access a variable and change it. Sounds easy.

I am well aware of using GetComponent().variable. But that is not the case this time.

Unity does cannot find ScriptName when I try to access it from another script, like when trying to make it a variable by way of:

public ScriptName script;

But it does find PingPongScriptName. This is where I get lost.

I tried using the normal conventions for accessing variables for the script by using this PingPongScriptName that shows up. No accessible features from that script are available.

This is a downloaded script that I got from the asset store, it works just fine when applied to gameobjects, and the script using properties with get and set accessors. So I know that they intended for the variables to be accessed by other scripts. Does anyone have any idea what is going on?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image NoseKills · Aug 03, 2016 at 03:38 PM 0
Share

It's a guessing game with so little info. Are they interfaces or classes? $$anonymous$$onoBehaviours? Do you mean the autocomplete doesn't offer the ScriptName and compiler doesn't recognise it? Or that the public ScriptName script; always stays null when you use GetComponent to assign to it?

$$anonymous$$y first guess would be this has something to do with access modifiers. Is ScriptName protected?

avatar image cswan90 NoseKills · Aug 05, 2016 at 01:39 PM 0
Share

Sorry, they are classes. The class that I am trying to reference is a partial class. The autocomplete does not recognize the actual name of the class. If I use the actual name of the class, it gets a compile error. The public ScriptName script does stay null even after I use GetComponent to assign it. The autocomplete finds PingPongScriptName, but even if I assign that to public PingPongScriptName script, it still stays null.

It is just very unusual because I have never seen a class name changed in the autocomplete like that. There is nothing in the project by the name of PingPongScriptName.

 namespace WhiteCat.Paths
 {
     /// <summary>
     /// 在路径上移动
     /// </summary>
     [AddComponent$$anonymous$$enu("White Cat/Path/$$anonymous$$ove Along Path")]
     [Disallow$$anonymous$$ultipleComponent]
     public partial class $$anonymous$$oveAlongPath : ScriptableComponentWithEditor
     {
             public float speed
         {
             get { return _speed; }
             set { _speed = value; }
         }
       }
 }

This is what I am trying to access from that code. As you can see, it uses get and set so it should be possible to access them.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Having multiple UNET errors that I believe are caused by unity itself. Am I doing something wrong? 1 Answer

How attach C# script by argument? 3 Answers

Preventing name duplication in Hierarchy(getting selected GameObject) 1 Answer

RPG instantiate problem 3 Answers

The bullet never destroyed!!! 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges