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Question by gatzkerob · Feb 08, 2020 at 10:32 PM · scripting problemfunctionscalling

Dragging multiple objects onto a script

I've seen a lot of tutorials out there saying that in order to access the script of another object, you should drag that object onto the script.

For example:

If Object A has Script A and you want to call a function from Script A using Script B, you have to drag object A onto script B.

But what if I want to make a keyboard controller script which could end up controlling dozens of objects?

Does that mean I would have to drag dozens of objects onto the keyboard controller script?

Is there an easier way?

Another Example: Just say I had 100 unique objects. I want to be able to delete any of those objects by selecting it with the mouse then hitting "D" on the keyboard. I would either have to attach the keyboard script to each unique object or attach each unique object to the keyboard script. Is there no way I can just find out what the active object is and delete it without there being any explicit connection between the keyboard script and the object?

Cheers.

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Answer by JDelekto · Feb 09, 2020 at 12:02 AM

The decoupling between scripts can be done using events. The documentation can be found here: UnityEvents

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