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Question by Quarterflip · Oct 31, 2013 at 12:11 PM · characterswitch

Access other gameObject's components in C# script

Hey, I'm trying to create a character switching function in my game, so when you aim at a character and press a key ('x') in this case, you assume control of the character you aimed at and the camera moves to the other character.

So far, I've setup a basic movement and aiming script, and casts a raycast so when you are aiming at another character, it changes colour (A placeholder function).

I'm wanting to have the PlayerSwitch script (Which is located in the other character) enable in the Input.GetKey('x') function.

Here's my script:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof(CharacterController))]
 public class FirstPersonController : MonoBehaviour {
 
     public float movementSpeed = 5.0f;
     public float mouseSensitivity = 5.0f;
     public float jumpSpeed = 20.0f;
     public float aimedSpeed = 2.5f;
     private GameObject Ped1;
 
     float verticalRotation = 0;
     public float upDownRange = 30.0f;
 
     float verticalVelocity = 0;
 
     CharacterController characterController;
 
     // Use this for initialization
     void Start () {
         Screen.lockCursor = true;
         transform.Translate(new Vector3(3,3,1));
         characterController = GetComponent<CharacterController>();
         Ped1 = GameObject.Find("Ped1");
     }
 
     // Update is called once per frame
     void Update () {
         // Rotation
 
         float rotLeftRight = Input.GetAxis("Mouse X") * mouseSensitivity;
         transform.Rotate(0, rotLeftRight, 0);
 
 
         verticalRotation -= Input.GetAxis("Mouse Y") * mouseSensitivity;
         verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
         Camera.main.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
 
 
         // Movement
 
         float forwardSpeed = Input.GetAxis("Vertical") * movementSpeed;
         float sideSpeed = Input.GetAxis("Horizontal") * movementSpeed;
 
         verticalVelocity += Physics.gravity.y * Time.deltaTime;
 
         if( characterController.isGrounded && Input.GetButton("Jump") ) {
             verticalVelocity = jumpSpeed;
         }
 
         Vector3 speed = new Vector3( sideSpeed, verticalVelocity, forwardSpeed );
 
         speed = transform.rotation * speed;
 
 
         characterController.Move( speed * Time.deltaTime );
 
             if(Input.GetMouseButtonDown(1)){
                 Camera.main.transform.Translate(new Vector3(0,0,2));
                 movementSpeed = 2.5f;
 
         }   
             if(Input.GetMouseButtonUp (1)){
             Camera.main.transform.Translate (new Vector3(0,0,-2));
                 movementSpeed = 5.0f;
         }
 
             if(Input.GetButtonDown("Sprint")){
                 movementSpeed = 10.0f;
         }   
             if(Input.GetButtonUp ("Sprint")){
             movementSpeed = 5.0f;
         }
 
         Ray rayOrigin = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
         RaycastHit hitInfo;
             if(Physics.Raycast (rayOrigin, out hitInfo, 10f) && hitInfo.transform.tag == "Pedestrian"){
 
                 print ("You are casting a ray");
                 Debug.DrawRay (rayOrigin.direction, hitInfo.point);
                 hitInfo.collider.gameObject.renderer.material.color = Color.red;
 
             if(Input.GetKey ("x")){
                  gameObject.GetComponent ("PlayerSwitch");
 
             }
         }
     }
 }
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Answer by tanoshimi · Oct 31, 2013 at 12:37 PM

There's a whole page dedicated to this question in the manual. You know the gameobject on which to call the script from hitInfo.collider.gameObject.

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avatar image vexe · Oct 31, 2013 at 12:49 PM 0
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Also, the tutorial from UnityGems on that subject is very comprehensive.

avatar image Quarterflip · Oct 31, 2013 at 12:52 PM 0
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Thanks! I haven't been able to view this page until today for some reason.

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