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Question by Marc_0S · Jun 23, 2018 at 11:04 PM · c#errorgameobjectraycast

unable to turn enntity on/off with raycast

I have a script that essentially is the raycast for a button, but i want a special object topop in and out that is defined by another script and it keeps giving me the error, i know what it means, it means that there is no value in the hit of the raycast so it can't do the function, but i don't know how to fix it

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class FPbutton : MonoBehaviour {

 public Camera playerCam;
 public Transform playerCam1;
 public GameObject hand;
 
 

 // Use this for initialization
 void Start () {
     hand.gameObject.SetActive(false);
 }
 
 // Update is called once per frame
 void Update () {

     RaycastHit hit;
     Ray ray = playerCam.ScreenPointToRay(Input.mousePosition);
     if (Input.GetMouseButtonDown(0))
     {
         if (Physics.Raycast(ray.origin, ray.direction, out hit, 2))
         {
             Remotedoor remotedoor = hit.transform.GetComponent<Remotedoor>();
             if (remotedoor)
             {
                 remotedoor.pressed = true;
                 Debug.Log("press");
                 
             }


         }
     }

     if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity))
     {
         DetectScreen screen = hit.transform.GetComponent<DetectScreen>();

         if (Physics.Raycast(ray.origin, ray.direction, out hit, 2))
         {
             
             Remotedoor remotedoor = hit.transform.GetComponent<Remotedoor>();
             if (remotedoor)
             {

                 if (screen)
                 {
                     screen.active = true;
                 }


             }

             if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity))
             {
                 DetectScreen screen1 = hit.transform.GetComponent<DetectScreen>();
                 
                 if (!screen)
                 {
                     screen1.active = false;
                 }
                 else
                 {
                     return;
                 }
                 
             }
             




             }
         
     }

     

     }




 }
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avatar image Vicarian · Jun 24, 2018 at 01:17 AM 0
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$$anonymous$$ay I ask why you have so many nested Raycasts?

avatar image MonkeyHood · Jun 24, 2018 at 02:32 AM 0
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Can you post the error Unity outputs?

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Answer by Trevdevs · Jun 24, 2018 at 01:37 AM

Like Vicarian said your nested raycast is highly uncessary looks like to me your code is not running because you have your screen reversed

what your saying here is if(screen == true) set it == true? that is the opposite of what you want to do here is some simplified code for ya and for the record tags

  void Update () {
      RaycastHit hit;
      Ray ray = playerCam.ScreenPointToRay(Input.mousePosition);
      if (Input.GetMouseButtonDown(0))
      {
          if (Physics.Raycast(ray.origin, ray.direction, out hit, 2))
          {
              if (hit.transform.GetComponent<Remotedoor>() != null)
              {
                  Remotedoor remotedoor = hit.transform.GetComponent<Remotedoor>();
                  remotedoor.pressed = true;
                  Debug.Log("press");
                  
              }
              else if(hit.transform.GetComponent<DetectScreen>() != null)
              {
                  DetectScreen screen = hit.transform.GetComponent<DetectScreen>();
                  screen.gameObject.SetActive(false); //wasnt sure what you were trying to do with the screen so I put this here
              }
          }
      }
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avatar image Trevdevs · Jun 24, 2018 at 01:39 AM 0
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And just a small note your not follow OOP program$$anonymous$$g appropriately I'm just a stickler about this what you did wasn't necessarily wrong lol.

.GetComponent doesnt always have to be assigned it actually can return a bool if the object finds that component or not so what I changed it to do was

//What I did If I find this component on this object create a reference to this object.

//What you technically did Create a reference to a object that might exist, check if it really does it exist

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