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Question by mika132 · Oct 09, 2012 at 08:23 PM · c#handsomething

C# problem something in hand

SO i have try make script with can put something on player hand. But not working.

and i put this code Axe object.

Here's my try:

 using UnityEngine;
 using System.Collections;
 
 public class TakeAxe : MonoBehaviour {
     
     public Transform player;
     public bool have_axe = false;
     public bool enter = false;
         
     void Update (){
         if(have_axe == true){
             transform.position = Vector3(player.transform.position.x, player.transform.position.y, player.transform.position.z);
         }
     
         if(have_axe == false){
            
         }
     
         if(have_axe == true){
            if(Input.GetKeyDown("f")){
              have_axe = !have_axe;
            }
         }
     }
     
     void OnTriggerEnter (Collider other){
         if (other.gameObject.tag == "Player") {
            (enter) = true;
         }
     }
     
     void OnTriggerExit (Collider other){
         if (other.gameObject.tag == "Player") {
            (enter) = false;
         }
     }
 }
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Answer by inco · Oct 11, 2012 at 12:24 AM

Do you have something which sets the have_axe bool externally? In this setup the have_axe property will never be true, so it will never get to transform its position.

You might want to remove the second if(have_axe == true){ when checking for trigger key so that you can actually set the have_axe to true (and to false later on), e.g.:

 void Update (){
     if(have_axe == true){
         transform.position = Vector3(player.transform.position.x, player.transform.position.y, player.transform.position.z);
     } else {
         // whatever, I guess return to the default position?
     }
 
     if(Input.GetKeyDown("f")){
         have_axe = !have_axe;
     }
 }


Also, you can directly copy the position vector from the player to the axe, no need to build a new one, but that's beyond the scope of this question.

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