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Question by sotha_sil · Mar 07, 2014 at 12:05 PM · vector3editor-scripting

vector 3 variable to have gameobject value editor time :D

Hey,

this is sort of tricky to explain. So I have this Teleport Script, that teleports player left or right. And I'm using vector 3 variable as destination point.

You can move around the vector variable with custom editor handles thing.

     void OnSceneGUI()
     {
         //if (_target.teleportBoy)
             _target.teleportPointLeft = Handles.PositionHandle(_target.teleportPointLeft, Quaternion.identity);
         
         //if (_target.teleportRobot)
             _target.teleportPointRight = Handles.PositionHandle(_target.teleportPointRight, Quaternion.identity);
         
     }

Which is cool, you can use vector 3 variables as if they were Gameobject, and easily teleport player to custom destination (which is editable is editor mode) without using external gameobjects.

So what my problem is, when I create vector 3 variable its default value is 0,0,0. and I can initialize it to use transform.position from object it is attached to, so this vector 3 starts near the object teleport script was applied to. BUT initialization only happens after I run the game. and I want to set default value before the game runs, so when you add the script as component to gameobject, they are near this game object from the start.

So I need something like this

 public Vector3 teleportPointLeft = new Vector3(gameObject.transform.position.x-30, gameObject.transform.position.y, 0);

to happen without running the game. And I have trouble wrapping my mind around this whole concept :D I know I'm missing some basic programming thing, but can't understand what.

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avatar image vexe · Mar 18, 2014 at 12:33 PM 0
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Where are you setting the Vector3 variable? in a $$anonymous$$onoBehaviour? if so, then just mock it with [ExecuteInEdit$$anonymous$$ode] and set it somewhere in Awake or OnEnable - if you're setting it in an Editor then use OnEnable.

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