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Question by Nexus2911 · Sep 11, 2014 at 06:21 AM · unity 4.6

Unity 4.6 - Access Button By Script

I have a button on my stage ( Camera - > Canvas -> JumpButton).

I have prefab that is instantiated at runtime. That prefab has a VehicleController script (C#) that contains a Jump() function.

All I want to do is simply add listener (in my VehicleController script) to that button so that it fires the Jump() function.

I've seen this post: http://answers.unity3d.com/questions/779226/unity-46-getcomponentonclick-how-do-you-add-an-eve.html?sort=oldest but I cannot get it to work with my setup. I'm having trouble targeting or access by name the JumpButton that is already in the scene.

In my VehicleController script:

 Button JumpButton = null; // assign in the editor?
     
     void Start() { 
 
         //JumpButton = //How do I find the desired button in the scene?
 
         JumpButton.onClick.AddListener(() => {MyJumpFunction(); });
     }

Any help would be greatly appreciated.

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Answer by Baste · Sep 11, 2014 at 08:09 AM

The JumpButton variable should be assigned by the thing that instantiates the Vehicle. So if you have a vehicleSpawner, you do something like this:

 public Button JumpButton; //Assign in editor

 void SpawnVehicle() {
     GameObject vehicle = Instantiate(vehiclePrefab) as GameObject;
     VehicleController controller = vehicle.GetComponent<VehicleController>();
     controller.JumpButton = JumpButton;
 }


If you do this, the VehicleController's Start will be run when the JumpButton assigned, and you can use it as you're doing it in the script. Hope that helps!

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avatar image Nexus2911 · Sep 11, 2014 at 02:30 PM 0
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Great! Works - thank you! Tried to upvote but do not have enough reps...

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