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Question by Eco-Editor · Aug 18, 2017 at 12:05 PM · c#scripting problemtriggerruntimedisable object

What is the best way to update array in runtime?

Hi all,

I have a scene of rooms with animated avatars that respond to triggers when user is entering a collider. When the scene begins, the triggering script finds avatar in the scene and send them triggers. void Start(){ avatars = FindObjectsOfType(); }

But, when the room is disabled and a new room is enabled, the array of available avatars stays the same.

So I placed this line, in the Update function, and it worked, but I'm afraid it's too costly for performance. Maybe I can refresh the start function of the trigger script, from the script that changes the rooms?

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avatar image Eco-Editor · Aug 18, 2017 at 12:27 PM 0
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I know why... $$anonymous$$y user script is registering the first avatars it encounters and then it references only to them. So each time I enable a new room the triggers will not work for the current avatars but only for the initial avatars - which is a whole new problem.

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Answer by Bodhid · Aug 18, 2017 at 02:23 PM

Call avatars = FindObjectsOfType(); just after a new room is enabled. That should do it

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Answer by NeedsLoomis · Aug 18, 2017 at 04:41 PM

You are probably looking for OnEnable(). When a script is disabled then enabled, this will trigger.

The other option is to just make a method containing the action, and call the method wherever your code activates rooms.

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Answer by Eco-Editor · Aug 20, 2017 at 02:44 PM

I have a multiplayer and I find that the method is called from two scripts instead of one. I've been suggested to FindObjectsOfType, but I don't understand why unity is taking into account a disabled component? So I want to do something like this: if (td.enabled) { td = FindObjectsOfType<>(); }

but it's not working. I want the method to reference only the enabled component of this scritp that is on the local player.

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avatar image Eco-Editor · Aug 20, 2017 at 09:39 PM 0
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I've solved it by this code:

 avatar = FindObjectOfType<>();
 
 if (avatar == null)
 {
 return; //if the script to reference is disabled than return
 }

else { //other wise execute the function. }

I didn't even use the else option... I have two scripts ins$$anonymous$$d of making an array this worked.

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