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Question by CubePhysics · Feb 02, 2013 at 05:53 PM · c#disablemouselookenable

How do I disable The MouseLook script when "I" is pressed.

 public class SpawnGui : MonoBehaviour 
 {
 
     private bool showGUI;
     public bool lockCursor = true; 
     public Transform Prefab;
     
     
     
  
 
  
 
     void Start () 
     {
        showGUI = false;
         
         Screen.lockCursor = true;
         
           
    }
     
  
 
     void Update () 
     {
 
        if(Input.GetKeyDown(KeyCode.I))
        {
             //CAN SOMEONE HELP ME HOW TO DISABLE MOUSELOOK SCRIPT AND ENABLE IT HERE
        
          if(showGUI == true)
          {
           showGUI = false;
          }
  
  
          else if(showGUI == false)
          {
           showGUI = true;
          }
        }
     }
  
 
     void OnGUI()
     {
       
        if(showGUI == true)
        {
          if(GUI.Button(new Rect(20,20,100,80), "Cube"))
          {
            Instantiate(Prefab,GameObject.Find("spawnPoint").transform.position, Quaternion.identity);
          }
  
        }
     }
     
     
     void OnMouseDown()
     {
         
     }
 }



Can someone help me with this so when I press "I" it disables mouselook and then when its pressed again it enables it again. Thanks

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Answer by aldonaletto · Feb 02, 2013 at 06:29 PM

There are 2 MouseLooks in the First Person Controller. You can save references to them at Start and use these references to enable/disable both scripts. There's also an easier way to toggle a variable, like below:

    using UnityEngine;
    using System.Collections;

    public class SpawnGui : MonoBehaviour 
    {
  
      private bool showGUI;
      public bool lockCursor = true; 
      public Transform Prefab;
      private MouseLook[] mLooks; // script saves MouseLook references here
  
      void Start () 
      {
        showGUI = false;
        Screen.lockCursor = true;
        // find the player...
        GameObject player = GameObject.FindWithTag("Player");
        // and get its 2 MouseLook scripts in mLooks:
        mLooks = player.GetComponentsInChildren<MouseLook>();
      }
 
      void Update () 
      {
        if(Input.GetKeyDown(KeyCode.I))
        {
          showGUI = !showGUI; // easier way to toggle showGUI
          foreach (MouseLook mLook in mLooks){
            // enables MouseLook when showGUI is false and vice versa
            mLook.enabled = !showGUI; 
          }
        }
      }
 
    }

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Answer by Julien-Lynge · Feb 02, 2013 at 06:01 PM

You can disable/enable a script by setting the script's 'enabled' property. You will first need a reference to the script. You can then use 'myScript.enabled = true/false' to toggle whether the script is on. Try this tutorial for how to get a reference to a script:

http://unitygems.com/script-interaction1/

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Answer by DryTear · Feb 02, 2013 at 08:10 PM

GetComponent("MouseLook").enabled = false;

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