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Question by Timothy_van_de_Bilt · Aug 24, 2017 at 10:30 AM · scripting beginnerscriptingbasics

Pointing arrow to next position

Hi there, I am a unity noob trying to add a simple pointing arrow to the next node position in this scriot. can anybody hep me create a serialized field within this script where i put the arrow that is within the VR field that just points to the next poistion (like google streetview).

i know that i should use the LookAt. but i dont know how to add it to the script. i hope somebody can help me.

 using System;
 using UnityEngine;
 using System.Collections;
 using System.Linq;
 
 public class GameHandler : MonoBehaviour {
 
     [HideInInspector]
     public int currentPositionID = 0;
     [HideInInspector]
     public GameObject user;
 
     public GameObject node;
     //GameObject map, nodetext;
 
     [SerializeField]
     private GameObject nodetext;
 
     [SerializeField]
     private GameObject map;
 
     [SerializeField]
     private GameObject ArrowForward;
 
     [SerializeField]
     private GameObject Arrowpointing;
 
     //arrow that points to next node
     [SerializeField]
     private GameObject ArrowPointForward;
 
     [HideInInspector]
     public GameObject[] standpoints;
 
     //[HideInInspector]
     public GameObject[] mapNodes;
 
     GameObject _tempobj;
 
     //hard move to node
     public int adminNode = -5;
     public bool forceNode, triggerobj;
 
     public bool nextNode;
     public bool previousNode;
 
     //Node to node menu
     GameObject nodeNum;
     public GameObject floorMenu;
     public bool showNodeMenu;
     private bool checkShowNodeMenu = true;
 
     public float nodeResize = 1;
     public Vector3 nodeOffset = new Vector3(0, 0, 0);
 
     public bool showMap;
     private bool mapShowing = true;
 
 
     void Start () {
         user = GameObject.FindGameObjectWithTag ("Player").gameObject;
         //map = GameObject.FindGameObjectWithTag ("map").gameObject;
         //nodetext = GameObject.FindGameObjectWithTag("nodepos").gameObject;
         standpoints = GameObject.FindGameObjectsWithTag("StandPosition").OrderBy(go => go.name).ToArray();
         //nodeNum = GameObject.FindGameObjectWithTag("NodeDisplayNum");
         //nodeMenu = GameObject.FindGameObjectWithTag("NodeMenu");
 
         
 
         CreateMap ();
         UpdateUser ();
     }
 
     void Update () {
         //If the button in the Unity UI is pressed, change the users position to the specified node
         //adminNode = Mathf.Clamp (adminNode, 0, standpoints.Length-1);
         if (adminNode >= standpoints.Length)
         {
             adminNode = 0;
         }
         else if (adminNode < 0)
         {
             adminNode = standpoints.Length;
         }
 
         if (forceNode == true) {
             UpdatePosition (false, adminNode);
             forceNode = false;
         }
 
         if (nextNode == true) {
             UpdatePosition (true, 2);
             nextNode = false;
         }
 
         if (previousNode == true) {
             UpdatePosition (true, 1);
             previousNode = false;
         }
 
         //If the button in the Unity UI switches, show or hide the node buttons
         if (showNodeMenu != checkShowNodeMenu)
         {
             checkShowNodeMenu = !checkShowNodeMenu;
             NodeMenu(checkShowNodeMenu);
         }
 
         //Toggle the map on and off
         if (mapShowing != showMap)
         {
             mapShowing = !mapShowing;
             showHideMap(mapShowing);
         }
     }
         
 
 
     public void CreateMap () {
 
         //Create the array for the mapnodes
         mapNodes = new GameObject[standpoints.Length];
 
         //Create the nodes on the map and put them in the array
         for (int i = 0; i < standpoints.Length; i++) {
             _tempobj = (GameObject)Instantiate (node, Vector3.zero, Quaternion.identity);
             _tempobj.transform.parent = map.transform;
             _tempobj.transform.localPosition = standpoints [i].transform.localPosition;
             _tempobj.transform.localPosition *= nodeResize;
             _tempobj.transform.localPosition += nodeOffset;
             _tempobj.transform.localEulerAngles = new Vector3(-7, 0, 0);
             _tempobj.GetComponent<MapNode> ().myID = standpoints [i].GetComponent<StandingPlace> ().myID;
             _tempobj.GetComponent<MapNode>().myFloor = standpoints[i].GetComponent<StandingPlace>().myFloor;
             _tempobj.transform.localScale = new Vector3 (0.05f, 0.05f, 0.05f);
             _tempobj.name = "node " + standpoints [i].GetComponent<StandingPlace> ().myID;
             _tempobj.transform.GetChild (0).GetComponent<TextMesh> ().text = "" + standpoints [i].GetComponent<StandingPlace> ().myID;
             mapNodes[i] = _tempobj.gameObject;
             standpoints[i].gameObject.GetComponent<MeshRenderer>().enabled = false;
         }
     }
 
     //Update the nodes on the map to only show the nodes for the floor you're currently on
     public void UpdateMap(int floor)
     {
         for (int i = 0; i < mapNodes.Length; i++)
         {
             //Debug.Log("Test node: " +  mapNodes[i]);
             //Debug.Log("Node component: " + mapNodes[i].GetComponent<MapNode>());
             mapNodes[i].GetComponent<MapNode>().UpdateMap(floor);
         }
     }
 
     //true if button calls, pos is either stand ID or +1/-1 if button
     public void UpdatePosition (bool button, int pos) {
         if (button == true) {
             if (pos == 1) {
                 currentPositionID -= 1;
             } else {
                 currentPositionID += 1;
             }
             if (currentPositionID < 0) {
                 currentPositionID = standpoints.Length -1;
             }
             if (currentPositionID >= standpoints.Length) {
                 currentPositionID = 0;
             }
         }
 
         if (button == false) {
             currentPositionID = pos;
         }
 
         UpdateUser ();
         GetComponent<FloorHandler>().ChangeFloor(standpoints[currentPositionID].GetComponent<StandingPlace>().myFloor);
     }
 
     //places user at the new location by fading in and out
     void UpdateUser () {
         int selection = currentPositionID;
         //Debug.Log(selection + "    " + standpoints.Length);
         user.transform.position = standpoints [selection].transform.position;
         nodetext.GetComponent<TextMesh> ().text = "" + selection;
     }
 
     //Hide or show the node-buttons beneath the virtual tablet
     void NodeMenu(bool showMenu)
     {
         floorMenu.SetActive(showMenu);
     }
 
     void showHideMap(bool show)
     {
         //gameObject.SetActive(show);
         map.gameObject.SetActive(show);
     }
 }
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