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Question by BZS · Jan 03, 2014 at 06:53 PM · javascriptgameobjectbeginner

Help on selecting and unselecting a gameobject?

Hi! I need help. I want my gameobject to be unselected if another gameobject is selected. I have tried doing this with raycast but it isn't working. Any advice? Note: I am new to javascript Here is my Script:`

     #pragma strict
     
     var selected = false;
 
 
     function OnMouseDown(){
  var ray : Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
  var hit : RaycastHit;
     if(Input.GetMouseButtonDown(0))
     {
             if (collider.Raycast (ray, hit, 100.0))
              {
                  selected = true;
                  
                }
                else
                {
                selected = false;
                }
     
     }
     
     }
 function OnSelected()
 {
     if(selected == true){
     Debug.Log("selected");
     }
     if(selected == false){
     Debug.Log("unselected");
     }
 }
 
     
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avatar image Sundar · Jan 03, 2014 at 07:05 PM 0
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it should be - if (Physics.Raycast (ray, hit, 100.0))

not - if (collider.Raycast (ray, hit, 100.0))

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Answer by NightmarexGR · Jan 04, 2014 at 02:11 AM

So what you are saying is: You click an gameobject and then Selected = true; Thats the biginning, then you have Selected = true but the question is do you want to keep it true until you click another object or something else? Well for the first option you can do:

Blockquote

 var selected = false;
 private var selectedHidden : int;

 function Update() {
 if (selectedHidden >= 2) { selectedHidden = 0; }
 if (selectedHidden == 0) { selected = false; }
 if (selectedHidden == 1) { selected = true; }
 }
 function OnMouseDown(){
 var ray : Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 var hit : RaycastHit;
 if(Input.GetMouseButtonDown(0))
 {
 if (Physics.Raycast (ray, hit, 100.0))
 {
 selectedHidden += 1;
  
 }

  
 }
 function OnSelected()
 {
 if(selected == true){
 Debug.Log("selected");
 }
 if(selected == false){
 Debug.Log("unselected");
 }
 }

//(UNTESTED CODE)

~NightmarexGR

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Answer by zharik86 · Jan 03, 2014 at 07:17 PM

If you want that your GameObject completely was gone from a scene, use:

  myGameObj.SetActive(false);

It will lead to full miss of object from the screen together with the components attached to it. It is possible to destroy also your object using:

  Destroy(myGameObj);

If you want only visually it to remove from the screen:

  myGameObj.GetComponent<MeshRenderer>().enabled = false;

All code is written on CSharp, but I hope it it won't be difficult to transfer to Java. And use Physics.Raycast().

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