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Question by dieente708 · Jul 22, 2020 at 01:48 PM · destroyif-statementslocal variable

How to use a local var in the script

I have this script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CoinSpawn : Coincollecting
 {
     public GameObject Coin;
     float randX;
     float randY;
     Vector2 Spawn;
     public float spawnRate = 2f;
     float nextSpawn = 0.0f;
     
     
 
 
     void Start()
     {
         
     }
 
    
      public void Update()
     {
         if (Time.time > nextSpawn)
         {
             nextSpawn = Time.time + spawnRate;
             randX = Random.Range(-15.16f, 15.16f);
             randY = Random.Range(-6.82f, 6.82f);
             Spawn = new Vector2(randX, randY);
             var KreisKaputt = Instantiate(Coin, Spawn, Quaternion.identity);
             Destroy(KreisKaputt, 5f);
              
         }
 
         if (treffen == true)
         {
             Destroy(KreisKaputt);
         }
     }
 
     
 }
 

Problem: I cant use KreisKaputt in if (treffen == true) Any ideas :(

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Answer by Weaver13 · Jul 23, 2020 at 05:45 AM

To add to DaDonik's answer, you may not want to use "var" at all.

 kreisKapputt = GameObject.Instantiate(Coin, Spawn, Quaternion.identity);

Then at the start of your mono script put:

 public GameObject kreisKapputt;

Whenever accessing it, be sure to check if it is null first!

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Answer by DaDonik · Jul 22, 2020 at 03:15 PM

Variables are only valid in the scope that they are defined in. A scope is a section of code surrounded by { }. So the solution to your problem is to move "var KreisKaputt" to another scope, preferably the one of the Update() method itself. Just initialize it with null.

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