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Question by 0707971 · Mar 09, 2012 at 08:35 PM · c#javascriptcompile

How do I access mega-fiers classes/components in javascript?

I am unable to solve an issue with using javascript with the Mega-fiers asset classes that are written in c#.

If the scripts are all in the project folder (not in the plugin/standard folder) Unity will not allow my javascript to find the Mega-fiers classes.

 The name 'MegaMorph' does not denote a valid type ('not found').

It appears it is the folder structure that is causing me to be unable to communicate in javascript to the mega-fiers classes. I read i must place the mega-fiers classes in the plugins or standard asset folders if I wish to use javascript to access them since they compile first.

I made the change and that does allow me to communicate with the mega-fiers classes but... because i moved them to the standard / plugins folder i get other errors such as,

 Instance of MegaMorphEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.

I am stuck on what to do now.

Any help anyone?

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Answer by SpookyCat · Mar 10, 2012 at 12:08 AM

I dont think you need to move the editor classes, just move the normal scripts as shown in the compilation order and leave the editor scripts where they are.

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avatar image 0707971 · Mar 10, 2012 at 09:34 PM 0
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Hi Chris, as soon as I move any of the mega-fiers classes to the standard/plugins folder I get errors because the mega-fiers classes cant see each other. Also the gui elements the mega-fiers scripts add to the unity interface go all crazy and unformatted and I am unsure if it is just me not doing it the correct way or not.

Is it possible to test this for me?

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Answer by sunnyGamer · May 10, 2012 at 01:52 PM

Hey 0707971,

You can access separate morph clips using.

(nameofgameobject).GetComponent(MegaMorphAnimator).PlayClip("nameofclip");

Note, copy Megafiers folder from Megafiers/Scripts/ to Plugins folder of your project.

Regards, Aniket

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