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Question by aqeel25 · Dec 28, 2021 at 12:47 PM · variablesgameobjectsonmousedown

OnMouseDown() function is not changing gameobject declared outside.

I am using OnMouseDown() like following

   public class Rotateprents : MonoBehaviour
 {    
      GameObject P1;
      GameObject C1;
      GameObject C2;
 
  void OnMouseDown()
     {
         if (transform.name.Contains("Parent"))
         {
             P1 = transform.gameObject;
             C1 = P1.transform.GetChild(0).gameObject;
             C2 = P1.transform.GetChild(P1.transform.childCount - 1).gameObject;
             Debug.Log(C1);
         }
         else if (transform.name.Contains("child"))
         {
             P1 = transform.parent.gameObject;
             C1 = P1.transform.GetChild(0).gameObject;
             C2 = P1.transform.GetChild(P1.transform.childCount - 1).gameObject;
         }
        
     }
  public void rotateobj()
     {
        Debug.Log(C1);
      }
 }

Gameobject C1 is empty in rotateobj(). Why?

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avatar image endasil_unity · Dec 28, 2021 at 04:31 PM 0
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Please try to rewrite your question, it is hard to understand what you mean.

avatar image whydoidoit · Dec 29, 2021 at 10:56 AM 0
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I'm not 100% sure where you have this script attached, I'm guessing to both the parent and the child objects? I'm presu$$anonymous$$g that the objects have colliders attached to them directly? What happens in the case of clicking the child, can you log that too?

The most likely reason if you have colliders attached is that the names aren't passing the name checks (also consider tagging them for improved performance compared to string comparisons).

avatar image aqeel25 whydoidoit · Dec 29, 2021 at 11:19 AM 0
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Inside the OnMouseDown() "C1" is not empty but inside rotateobj() it is Null. And rotateobj() function is assigned to button which i press after OnMouseDown() Function is executed

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Answer by endasil_unity · Dec 29, 2021 at 01:44 PM

C1 can only be null in rotateobj if:

  • it was assigned null in OnMouseDown

  • The object C1 points to has been Destroyed

  • OnMouseDown was called after rotateobj

  • You're calling rotateobj on another copy of your script than the one you called OnMouseDown on.

We would need more info about your scene setup showing what scripts are attached to what gameobject and how the functions are called to know which one, but verify that the script your setting C1 in is actually the same you're checking it in.

Change Debug.Log(C1); to Debug.Log(C1 + "id " + this.GetInstanceId()); to see if the id is the same in both OnMouseDown and rotate.

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