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Question by GameGuy · Apr 25, 2012 at 01:11 PM · iostouchfunctionguitexturecall

Calling Function in other Script via Touch => iOS Crash

I´am porting a Standalone to iOS, at the moment I have problems with moving my code from GUI.Buttons to Touch.

I have a GameObject, with a guiTexture and a Script attached, that calls a function in another Script when the guiTexture is touched. If I touch the guiTexture the iOS App crashes, I´am not calling any fancy stuff in that other script it is just a Debug.Log.

 #pragma strict
 private var gui : GUITexture;
 
 function Start()
 {
   gui = GetComponent( GUITexture );
 }
 
 function Update()
 {
  if(Input.touchCount > 0)
   {
     for(var i : int = 0; i < Input.touchCount; i++)
      {
        var touch : Touch = Input.GetTouch(i);
        if(touch.phase == TouchPhase.Began && guiTexture.HitTest(touch.position))
         {
           var otherScript : TheOtherScript = gameObject.GetComponent(TheOtherScript);
           otherScript.CallMyFunction();
           Debug.Log("guiTexture Touched");
         }
      }
   }
 } 

And here the Function in "TheOtherScript" Script:

 function CallMyFunction()
 {
 Debug.Log("CallMyFunction executed");
 }
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avatar image Fabkins · Apr 25, 2012 at 03:15 PM 0
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Why on earth were you down voted?

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Answer by Berenger · Apr 25, 2012 at 03:44 PM

You should make sure that the component TheOtherScript is found before using it, unless you are sure it exists (with RequireComponent for instance). I don't see why it would crash otherwise.

A good way to debug a build project is to use throw / catch (well that's always good) and use CreatePrimitive according to the exception you get, or anything visual, you could display the exception with a gui also. Just don't forget to remove it before the final release.

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avatar image GameGuy · Apr 26, 2012 at 12:08 PM 0
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That was the problem, Thanks Berenger! Find other GameObject, find TheOther Script, Call$$anonymous$$yFunction.

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