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 /
avatar image
0
Question by UdevMike · Jun 24, 2011 at 12:12 AM · animationprefabparentreferencedoor

Making an animated door, that will be reused over a level, need to reference its parent

Hey Guys, I am making an animated door which I am going to scatter throughout a level I am working on.

What I currently have is a prefab structured as follows:

 door=empty game object
 --doorMesh=model & anim
 ----trigger

And the code attached to my trigger this:

 void OnTriggerStay (Collider info)
 {
 if(info.tag == "Player") {
     if (Input.GetButtonDown("Fire2"))
     {
         //animation door open
         GameObject.Find("cellDoor").animation.Play("Take 001");
     }
 }    

}

As you can see, it only works if you have just one door. What is needed is a way to reference the doorMesh a step above in the hierarchy.

Any help would be greatly appreciated :D

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Waz · Jun 24, 2011 at 12:14 AM

transform.parent is the component's parent in the object hierarchy. Personally, I prefer ownership to pass down the object tree, so I'd put the collider on the object you marked empty and do:

 void OnTriggerStay (Collider info)
 {
   if(info.tag == "Player") {
     if (Input.GetButtonDown("Interact"))
     {
       transform.Find("doorMesh").animation.Play("Open");
     }
   }   
 } 

I'd name your key inputs and animations meaningfully too. Then you don't need the comment. Comments often (but not always) indicate poorly named/structured code.

Comment
Add comment · Share
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
0

Answer by UdevMike · Jun 24, 2011 at 12:17 AM

Ow man, works like a charm. Thanks a bunch!

Comment
Add comment · Share
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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Animation with parent changes coords on play 0 Answers

Flipping bool on one instance of prefab in scene 1 Answer

Make a simple tree 1 Answer

Child object doesn't follow parent rotation 1 Answer

Child Animation synced with Parrent objects Animation 0 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