Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by matta9001 · Jun 11, 2015 at 05:56 PM · c#programming

Use local instantiated variable outside of scope

I'm trying to make an instantiated gameobject, and using the Vector3.MoveTowards function to simulate a projectile. I want to use MoveTowards because i need it to go to a specific place. Anyway, Unity won't let me do this because if i need to instantiate in the if statement, but if its instantiated in the if statement, it has no value outside of it. Here it my script, how can i use the Vector3.MoveTowards function on the instantiated GameObject? The error i get is use of unassigned local variable `clone'

             cooldown -= Time.deltaTime;
             //Firing
             GameObject clone;
             if(Input.GetKeyDown(KeyCode.Space)){
                 if(cooldown <= 0){
                     clone = Instantiate(projectile, projectilePosition, transform.rotation) as GameObject;
                     clone.transform.parent = projectileParent.transform;
                     cooldown = 0.5F;
                 }
             }
             clone.transform.position = Vector3.MoveTowards(transform.position, projectileTarget, 1000 * Time.deltaTime);

KEEP IN MIND THIS WHOLE BLOCK OF CODE IS IN VOID UPDATE

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by siaran · Jun 11, 2015 at 06:07 PM

You could intitally assign a null value to your GameObject I suppose...

You'll need to check if it isn't null then in the line where you update its position...

I don't think this is the right way to go about what you are trying to do though...

Generally when you run into this sort of problem you should rethink your program's structure. (In this case, for example, why not put a script that updates the projectile's position on the projectile object?)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by tanoshimi · Jun 11, 2015 at 06:08 PM

Move the GameObject clone; to outside the Update() function.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Enable secondary maps in simple shader 0 Answers

Problem with discovering if a character is on top or not 0 Answers

Using C++/CLR classes in C# plugins - GetExceptionPointers not implemented exception 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges