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Question by gaiastellar · Aug 10, 2017 at 06:34 PM · variablesraycastingfunctionsclones

how to access variables in a function script attached to a clone

hi, i have instantiated a lot of clones (stars), which i have initiated each (on instatiation) with variables for an individual 'starnumber and a 'starrandomnumber', which are contained in a function called "initiate", which is in the script ("Initiatestar") which is attached to the clone. That works fine, but when i want to select a star with a raycast, i need to be able to access the individual star ID and random number, so i can use those to identift the star , and in another function. i can do the raycast, access the script, and the function, but not the variables in the function. Im not sure if this is possible. i dont need to change their values, just read them. how do i do this?

i dont know if there is a better way to instantiate a clone with some associated variables that can be used to identify them individually. the way ive done it is:

instantiate the clone, (which has a script attached called initiate star), call a function in the script, called initiate, into which i pass 2 variables previously created, to become 2 variables called starnumber, and starrandom number.

but i dont know how to access those to use to identify them individually.

any help please!!

thanks!

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Answer by MarshallN · Aug 10, 2017 at 07:42 PM

In the Initiate Star script, add two public variables: public int starNumber and public int starRandomNumber. On raycast, have the raycast return hitInfo and then use hit.gameObject.GetComponent<InitiateStar>().starNumber to get star number, or .starRandomNumber to get the starRandomNumber.

so

 RaycastHit hit;
 if (Physics.Raycast(transform.position, transform.forward, out hit))
 {
     InitiateStar initiateStarScript = hit.gameObject.GetComponent<InitiateStar>();
     int starNumber = initiateStarScript.starNumber;
     int starRandomNumber = initiateStarScript.starRandomNumber;
 }
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