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Global Variables: import script (boo)
I made a script GameData.boo in a folder "Scripts" under "Assets", holding a static class with variables:
static class GameData():
myVar = 'xy'
I can access this variable "myVar" from another script, using import
import GameData
Debug.Log('myVar: ' + myVar)
This works fine, so far, so long as the script is in the same folder as GameData.boo.
I tried to access the Class "GameData" from another script (this one is under "Scripts" in the First Person Controller), and I get the error message "Namespace 'GameData' not found, maybe you forgot to add an assembly reference'.
I'm not sure what the error message means. As the import worked fine if the script was in the same folder, maybe I have to reference the imported scripts in the import statement. I'm just witless how to do this. I tried:
import Scripts.GameData
import GameData from Scripts
import GameData from Assets.Scripts
import GameData from "Assets/Scripts"
Or is there just no way?? ;)
Answer by Joshua · Aug 25, 2011 at 08:21 AM
The reason is indeed compilation order. If you reference ClassName.StaticVarName from a script written in a different language you need to make sure that that specific script is compiled earlier then the script from which you're referencing it, else the compiler will try to reference it but won't be able to and throw an error 'are you missing an assembly or reference?'
If you follow the link I above you saw that script in folders in the root of your project named "Standard Assets" and "Plugins" are compiled earlier. The first one is so you can reference all of Unitys standard scripts from any language, the second one is so you can reference plugins. So as you already found, if you drop your script in those folders you can then reference that script from scripts in other languages.
Answer by Rastaf · Aug 25, 2011 at 06:37 AM
So, I figured out how it works, although I'm not completely sure why!
I changed the location of GameData.boo from Assets/Scripts to Assets/Standard Assets/Character Controllers/Sources/Scripts.
The import statement is completely unnecessary, it is as explained in the documentation: ScriptName.ClassOrVarName.
It even works with the script in my first (splashscreen) scene, in which the Character Controller is not used!
So it must be about script paths or script loading order, I guess.