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Question by Essential · Feb 20, 2013 at 10:42 AM · variablenamecomparenaming

Match name to variable name?

 var test1 = 10;
 var test2 = 4;
 var test3 = 30;
 
 function printValue ( value : int )
 {
     Debug.Log( value );
 }

Let's say I have the code above in one script, and I want to pass one of those variables to that function from an external script. Using the external script, I have the name of the variable I want to pass as a string (e.g., "test2"). Can I get the variable that matches that string, so I can pass that to the function?

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avatar image Professor Snake · Feb 20, 2013 at 01:43 PM 1
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Unfortunately that cannot be done as far as i know. However, there are alternatives. You can store the variables in an array, and use their position inside the array as an argument.

avatar image CET · Feb 20, 2013 at 01:55 PM 0
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You don't need to use a string; you can try using static functions or access public variables and functions through a component gameObject.GetComponent("Script").printValue(gameObject.GetComponent("Script").test1));

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Answer by Dave-Carlile · Feb 20, 2013 at 02:10 PM

Consider using Reflection.

Here's an answer that should lead you in the right direction.

http://answers.unity3d.com/questions/252903/c-reflection-get-all-public-variables-from-custom.html?viewedQuestions=252797

I don't know how much of this applies to Javascript in Unity.

Another possibility, and I would only recommend this if you have very few variables you're dealing with, and it's kind of hacky... And I'm doing this in C#, but it should be easy to convert to Javascript...

 int VariableValueFromName(string name)
 {
   if (name == "test1") return test1;
   if (name == "test2") return test2;
   if (name == "test3") return test3;
   return 0;  // or throw an exception since the name isn't recognized
 }


Also, rather than having individual variables, you could use a Dictionary to store values indexed by a string. Again, I'm not completely sure if the Dictionary class is available in Javascript.

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avatar image Essential · Feb 20, 2013 at 10:35 PM 0
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Thanks for the info. I'd thought about these options. I guess the important thing is you just confirmed for me that it isn't really something that can be done neatly.

I think I'll change my approach in my game to make it possible to send the var data directly.

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