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Question by Pured · Oct 18, 2016 at 06:41 AM · c#script.audio sourcefunction call

Running a script without being attached to an object?

I've attached my script to a blank Audio Source just so that its Start() would run. However, my script's goal is to simply call functions from other scripts.

I have audio1.cs, audio2.cs and audio3.cs with each being attached to AudioSource1, AudioSource2 and AudioSource3. I then use audioControl.cs to call the functions from those 3 to play their audio.

Therefore, audioControl doesn't need an object to attach to.

How would I make this work?

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Answer by IgorAherne · Oct 18, 2016 at 06:50 AM

Via a static class or

via [RunTimeInitializeOnLoadMethod] https://docs.unity3d.com/ScriptReference/RuntimeInitializeOnLoadMethodAttribute.html

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avatar image Pured · Oct 18, 2016 at 07:20 AM 0
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Thank you. This works.

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Answer by Cynikal · Oct 18, 2016 at 06:52 AM

Every single script that has a function (unless it's a static) needs to be on a game object...

If you public static class audioControl, then you don't necessarily need to add it to a gameobject, however having static functions tends to lead to its own headaches.

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