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Question by adriel0000 · Oct 12, 2014 at 05:08 PM · c#raycast

[C#] Problem with RayCast check.

Hi! (Im spanish, sorry for my bad english) I have 2 scripts (PlayerInteractions.cs and Elevator.cs) The first script is attached to the player camera and the second script is attached to the "Elevator" (Buttons of the elevator are in other child).

I need to do: "The first script make a raycast from the camera, and the second script check the collision with the buttons"

Script 1 (PlayerInteractions.cs):

[code] using UnityEngine; using System.Collections;

public class PlayerInteractions : MonoBehaviour { //UI Interaction Variables public Texture InteractionImage; private bool ShowDescriptionText = false;

 //Raycast Variables
 static public bool InteractionRaycast;
 static public RaycastHit InteractionHit;


 void Update () {
     InteractionRaycast = Physics.Raycast (transform.position, transform.TransformDirection (Vector3.forward), out InteractionHit, 5);

     //RaycastTouchs
     if (InteractionRaycast) {

         if(InteractionHit.collider.gameObject.tag == ("Interactable")){
             ShowDescriptionText = true;
         }else ShowDescriptionText = false;

     }


 }





 void OnGUI(){
     if (ShowDescriptionText==true) {
         GUI.DrawTexture(new Rect(Screen.width/2.6f, Screen.height/1.6f, Screen.width/3.5f, Screen.height/6.7f), InteractionImage);
     }
 }

} [/code]

Script 2 (Elevator.cs): [code] using UnityEngine; using System.Collections;

public class Elevator : MonoBehaviour { void Update () {

             if (PlayerInteractions.InteractionRaycast == true) {

             if (PlayerInteractions.InteractionHit.collider.gameObject.name == "ButtonElevator1") {
                             if (Input.GetKey ("f") && ElevatorRunning == false) {
                                     Debug.Log("Touched1");

                             }
                     }

                     if (PlayerInteractions.InteractionHit.collider.gameObject.name == "ButtonElevator2") {
                               Debug.Log("Tetocao");
                             if (Input.GetKey ("f") && ElevatorRunning == false) {
                                     Debug.Log("Touched2");
                             }
                     }
                 
         }

} [/code]

If i put the code of "Script2" in the "Script1", all work fine. But when i check de collision with other script, dont work...

Help me, please... :(

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Answer by magicaxis · Oct 12, 2014 at 10:47 PM

You should try to encapsulate more. So put all of the code in script1, including the collision and the input.getkey, and when it's colliding AND pressing f AND the raycast hits, use GameObject.Find("Elevator").SendMessage("ButtonPressed"); Then make a function in Elevator.cs called "ButtonPressed()" and make it do whatever you want to do when the button is pressed.

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