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Question by Rye_Bread8 · Aug 20, 2020 at 05:37 AM · movementselectiondeselect

How to individualize objects with same script?

Essentially what I want is to click objects and be able to move them. When I click them the player should stop (Eventually will disappear) and the object will move individually.

Currently When right clicking to return to only-Player controls the objects move together.

Any insight? Im also a beginner in unity

Object Selection

 public class ObjectSelection : MonoBehaviour
 {
     public Capture captureState;
     public bool capture;
     public Vector2 target;
 
     // Start is called before the first frame update
     private void Start()
     {
         Cursor.visible = false;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         //tracking cursor
         Vector3 temp = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         temp.z = 5f;
         transform.position = temp;
 
         // captured and press right mouse = removal
         if (captureState.capture == false)
         {
             if (Input.GetMouseButtonDown(1))
             {
                 Debug.Log("You're not in an object");
                 captureState.capture = false;
                 capture = false;
             }
         }
 
         if (captureState.capture == true)
         {
             if (Input.GetMouseButtonDown(1))
             {
                 Debug.Log("You have been removed");
                 captureState.capture = false;
                 capture = false;
             }
         }
     }
 } 

PlayerMovement using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour {

 public Capture captureState;
 public bool capture;
 public Animator animator;
 //public ObjectSelection CS;


 
 // Update is called once per frame
 void Update()

 {
     if (captureState.capture == false)
     {
     //Vector 3 = x/y/z motion. A vector that can move in 3 directions
     //movement ( which is a new vector 3) gets input from Horizontal and Vertical unput. Z is nothing
     Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);
         transform.position = transform.position + movement * Time.deltaTime;

         //animate depending on if the movement was changed - This uses a blend tree
         animator.SetFloat("Horizontal", movement.x);
         animator.SetFloat("Vertical", movement.y);
         animator.SetFloat("Magnitude", movement.magnitude);
     }
     else captureState.capture = true;
 }

}

ObjectMovement

 public class ObjectMovement : MonoBehaviour
 {
     public Capture captureState;
     public bool capture;
     private Vector3 target;
 
     private void Start()
     {
     }
     // Update is called once per frame
 
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit))
             {
                 Debug.Log(hit.collider.gameObject.name);
                 captureState.capture = true;
                 capture = true;
             }
         }
 
         //activate movement if captured;
         if (capture == true)
         {
             movement();
         }
         else capture = false;
     }
     //movement
     void movement()
     {
         Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);
         transform.position = transform.position + movement * Time.deltaTime;
     }
 }
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