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Question by Chikzter · Jun 08, 2017 at 03:54 PM · c#transformpositionfloatinteger

Why are floats not accessing my inputted values?

I'm trying to make my players location change upon entering a trigger. However, the "public floats" I've made don't seem to be working correctly. If I enter the collider, I get sent to (0, 0 ,0).

using UnityEngine; using System.Collections;

public class PlayerSwitch : MonoBehaviour {

 public Camera myCamera;
 public GameObject myPlayer;
 public float one, two, three;

 void Start () 
 {
     GameObject myPlayer = GetComponent<GameObject> ();
 }

 void OnTriggerStay (Collider other)
 {
     if (Input.GetKeyDown(KeyCode.F))
     {
         myPlayer.transform.position = new Vector3(one, two, three);
     }
 }

}

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Answer by kornstar83 · Jun 08, 2017 at 06:07 PM

When I run this line of code in one of my scripts after declaring a public variable for it never actually Initializes the gameobject.

 void Start () 
  {
      GameObject myPlayer = GetComponent<GameObject> ();
  }

try initializing it like this and see what happens,

 void Start () 
  {
      myPlayer = this.gameobject;
 }

What I don't get is if this is your problem then why aren't you getting a nullReferenceException?

I tested the floats up above and it all worked fine for me once the myPlayer variable was properly assigned

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