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This question was closed Apr 14, 2013 at 07:14 AM by Fattie for the following reason:

Duplicate Question

avatar image
0
Question by Ty1ensen · Apr 14, 2013 at 07:04 AM · disabling

deactivating object from a different scene

so in this game i am making a level beating game so when you hit the finish line i would like to deactivate this colider from a diffent scene and i have no clue where to start iv been using this script to activate and deactivate things

using UnityEngine;

public class ActivateTrigger : MonoBehaviour { public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target GameObject Enable = 3, // Enable a component Animate = 4, // Start animation on target Deactivate= 5 // Decativate target GameObject }

 /// The action to accomplish
 public Mode action = Mode.Activate;

 /// The game object to affect. If none, the trigger work on this game object
 public Object target;
 public GameObject source;
 public int triggerCount = 1;///
 public bool repeatTrigger = false;
 
 void DoActivateTrigger () {
     triggerCount--;

     if (triggerCount == 0 || repeatTrigger) {
         Object currentTarget = target != null ? target : gameObject;
         Behaviour targetBehaviour = currentTarget as Behaviour;
         GameObject targetGameObject = currentTarget as GameObject;
         if (targetBehaviour != null)
             targetGameObject = targetBehaviour.gameObject;
     
         switch (action) {
             case Mode.Trigger:
                 targetGameObject.BroadcastMessage ("DoActivateTrigger");
                 break;
             case Mode.Replace:
                 if (source != null) {
                     Object.Instantiate (source, targetGameObject.transform.position, targetGameObject.transform.rotation);
                     DestroyObject (targetGameObject);
                 }
                 break;
             case Mode.Activate:
                 targetGameObject.active = true;
                 break;
             case Mode.Enable:
                 if (targetBehaviour != null)
                     targetBehaviour.enabled = true;
                 break;    
             case Mode.Animate:
                 targetGameObject.animation.Play ();
                 break;    
             case Mode.Deactivate:
                 targetGameObject.active = false;
                 break;
         }
     }
 }

 void OnTriggerEnter (Collider other) {
     DoActivateTrigger ();
 }

}

thnxs in advance

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avatar image DaveA · Apr 14, 2013 at 07:24 AM 0
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Which question is this a duplicate of?

avatar image Fattie · Apr 14, 2013 at 08:14 AM 0
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Dave I guess, all the PlayerPrefs questions. As it says below "Search on here for 100s quetions about PlayerPrefs"

Also if you search on "object different scene" there are vast macthes

But, TBC I take no care in selecting which "reason" for closing questions. (I believe the first default in the popup is "duplicate" is that right?) There was an insane amount of moderation this morning (something like an hour ???) I'd rather someone else did it so I can drink but there it is.

Again (I think we were talking about this another day right man?) do not hesitate for even a second to re-open any closed questions if you even slightly think they should be open. Just click the button.

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