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Question by wfreeman480 · Jan 03 at 12:08 AM · textif-statementsinteraction

Making text appear when a parameter is met.

I am currently working on an rpg styled game and I have created a basic script. Essentially when a player is near an object and they press E then it activates the script. However as a newbie I haven't worked with canvas and things like that. Could someone please give me some tips or advice on making a text appear above the object or maybe even a text box at the bottom of the players screen. using UnityEngine; using System.Collections;

 public class ExampleClass : MonoBehaviour
 {
 bool callActive = false;
  Vector3 playerPosition;
  Vector3 NPC;
 // Vector3 position1 = new Vector3(0, 0, 0);
  //Vector3 position2 = new Vector3(0, 0, 0);
  float totalDistance;
  
  void Start() {
 
 // playerPosition = gameObject.transform.position;
 
  }
 
  void Update() {
     playerPosition = gameObject.transform.position;
     NPC = GameObject.FindWithTag("Respawn").transform.position;
     distanceCalculator();
     callDistance();
  }
 
  public void distanceCalculator()
  {
      playerPosition = gameObject.transform.position;
      totalDistance = Vector3.Distance(playerPosition, NPC);
    
  }
 
  public void callDistance()
  {
      if(totalDistance<2 && Input.GetKey(KeyCode.E))
      {
          Debug.Log(totalDistance);
          callActive = true;
      }
      else if (totalDistance>2)
     {
         callActive = false;
     }
      if(callActive == true) 
      {
          Debug.Log("live");  
     }
     
  }
 }

Also if you have any suggestions for my code in general please let me know.

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Answer by wfreeman480 · Jan 03 at 12:51 AM

Update: Here is my code. I have a text labeled "Text" under my canvas but the issue is I am getting a null reference. Not sure why or how that works. using UnityEngine; using System.Collections; using UnityEngine.UI; public class ExampleClass : MonoBehaviour {

  public Text tex;
  bool callActive = false;
  Vector3 playerPosition;
  Vector3 NPC;
 // Vector3 position1 = new Vector3(0, 0, 0);
  //Vector3 position2 = new Vector3(0, 0, 0);
  float totalDistance;
  
  void Start() 
  {
      tex.gameObject.SetActive(false);
 
  }
 
  void Update() {
     playerPosition = gameObject.transform.position;
     NPC = GameObject.FindWithTag("Respawn").transform.position;
     distanceCalculator();
     callDistance();
     isActive();
 
  }
 
  public void distanceCalculator()
  {
      
      playerPosition = gameObject.transform.position;
      totalDistance = Vector3.Distance(playerPosition, NPC);
    
  }
 
  public void callDistance()
  {
      if(totalDistance<2 && Input.GetKey(KeyCode.E))
      {
          tex.gameObject.SetActive(true);
          Debug.Log(totalDistance);
          callActive = true;
      }
     
 
     
  }
 
  public void isActive()
  {
      if(totalDistance>3)
      {
          callActive = false;
          tex.gameObject.SetActive(false);
      }
  }
 }
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avatar image wfreeman480 · Jan 03 at 02:46 AM 0
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Update: so I restarted unity and my game has zero issues. Hope this helps someone else out!

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