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Question by TheGingerWoods · Jun 22, 2021 at 11:59 AM · updatefloatrays

Float won't update when clicking multiple objects

I'm trying to update a float (spheresHit) when I click spheres that appear on the screen. I have a couple UI buttons that make 1 and 2 more spheres active in the scene. The problem being is that when there is more then one sphere on the screen the float doesnt update as many times as I want it to, only updating for one sphere. How can I get it so that when any sphere is clicked sphereHit gets updated? Here's both scripts that are being used:

 public class ClickTargets : MonoBehaviour
 {
     float spheresHit;
     float totalHits;
     float accuracy;
 
     public Text accuracyText;
     public Text sphereHitText;
 
     private void Start()
     {
         spheresHit = 0;
         totalHits = 0;
         accuracy = 0;
         accuracyText.text = "Accuracy: " + accuracy.ToString("N2") + " %";
     }
 
     private void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             totalHits += 1;
             accuracy = spheresHit / totalHits * 100;
         }
         accuracyText.text = "Accuracy: " + accuracy.ToString("N2") + " %";
         sphereHitText.text = "Targets Hit: " + spheresHit + "/" + totalHits;
 
         //Debug.Log(accuracy);
     }
 
     public void Hit()
     {
         spheresHit += 1;
         transform.position = TargetBounds.Instance.GetRandomPosition();
         sphereHitText.text = "Targets Hit: " + spheresHit + "/" + totalHits;
         //accuracyText.text = "Accuracy: " + accuracy.ToString("N2") + " %";
 
         Debug.Log(spheresHit);
     }
 }
 
 
 public class TargetShooter : MonoBehaviour
 {
     [SerializeField] Camera cam;
 
     private void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Ray ray = cam.ViewportPointToRay(new Vector3(0.5f, 0.5f));
             if (Physics.Raycast(ray, out RaycastHit hit))
             {
                 ClickTargets target = hit.collider.gameObject.GetComponent<ClickTargets>();
                 if (target != null)
                 {
                     target.Hit();
                 }
             }
         }
     }
 }

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Answer by TheGingerWoods · Jun 22, 2021 at 12:39 PM

Nevermind, all I had to do was make the spheresHit variable static

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