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Question by Vendettaseve · Jan 25, 2014 at 02:51 AM ·

Trouble getting variables from cloned scripts.

Making a simple pong clone but I cannot get the CPU paddle to follow the ball. I am having this issue because the paddle refuses to see the script/variable in the cloned ball (It will work if I set the ball to start on screen but will stop functioning once the ball respawns. Please help.

 using UnityEngine;
 using System.Collections;
 
 public class BallScript : MonoBehaviour {
     public AudioSource blip;
     public Caller other;
     public float ballx;
     
 
     // Use this for initialization
     void Start () {
 
         rigidbody.AddForce(0, -150.0f, 0);
     
     }
     
     // Update is called once per frame
     void Update () {
         ballx = gameObject.transform.position.x;
 
         if (gameObject.transform.position.y <= -1.0f) {
 
             Destroy(gameObject);
             other.ContinueSpawn();
         
         }
 
         if (gameObject.transform.position.y >= 20.0f) {
 
             Destroy(gameObject);
             other.ContinueSpawn();
         
         }
 
     
     }
     void OnCollisionEnter(Collision Collision)
     {
         this.audio.Play();
         rigidbody.velocity = rigidbody.velocity * 1.1f;
 
     }
 }

And the paddle script.

 enter code hereusing UnityEngine;
 using System.Collections;
 
 public class CpuPaddle : MonoBehaviour {
 
     public BallScript other;
     public float ballx;
 
     // Use this for initialization
     void Start () {
 
     
     }
     
     // Update is called once per frame
     void Update () {
 
         other.GetComponent<BallScript>();
         ballx = other.ballx;
         if (ballx < gameObject.transform.position.x)
         {
 
             transform.Translate(-10f * Time.deltaTime, 0, 0);
 
 
         }
         if (ballx > gameObject.transform.position.x)
         {
 
             transform.Translate(10f * Time.deltaTime, 0, 0);
 
 
         }
 
         
 
 
          }
     
     
 }

Thanks guys.

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avatar image getyour411 · Jan 25, 2014 at 02:53 AM 0
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what is "other" in this second script? Looks undefined

avatar image Vendettaseve · Jan 25, 2014 at 03:10 AM 0
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Other in the second script is defined through drag/drop in the editor.

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Answer by Lockstep · Jan 25, 2014 at 02:58 AM

The destroyed ball and the instantiated ball are two different gameObjects. Therefore the cpu paddle can't possibly carry over the reference to it.

You can either have it look for a new ball when the old was destroyed (rough code, requires some more setup):

 if(other == null)
 other = GameObject.FindWithTag("Ball");

Or instead of destroying the old ball just reuse it:

 void RespawnMe(){
     transform.position = startposition;
     rigidbody.velocity = Vector3.zero;
     rigidbody.AddForce(0, -150.0f, 0);
 }
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Answer by Vendettaseve · Jan 25, 2014 at 04:34 AM

At the end of the day, this is how it all got fixed. Thanks Lockstep for putting me in the right direction.

 using UnityEngine;
 using System.Collections;
 
 public class CpuPaddle : MonoBehaviour {
     public GameObject other;
     
     public float ballx;
 
     // Use this for initialization
     void Start () {
 
     
     }
     
     // Update is called once per frame
     void Update () {
         if (other == null) {
 
             other = GameObject.FindWithTag("ball");
             Debug.Log("ball aquired");
             
         
         }
        ballx = other.GetComponent<BallScript>().ballx;
        
         
         if (ballx < gameObject.transform.position.x)
         {
 
             transform.Translate(-10f * Time.deltaTime, 0, 0);
 
 
         }
         if (ballx > gameObject.transform.position.x)
         {
 
             transform.Translate(10f * Time.deltaTime, 0, 0);
 
 
         }
 
         
 
 
          }
 
 
 
    
 }
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