Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Zmiho · Jul 13, 2014 at 01:52 PM · javascriptontriggerenterloadloadlevelenable

Enable/ Activate a script by script

Let's say that there are 2 objects: Activator and Gate.

Activator has a script called ["ActivatePortal"]. Gate has a script called ["Portal"].

I need Activator script to activate Gate script. So if Activator script ["ActivatePortal"] is not somehow activated, you cannot activate Gate script ["Portal"].

ActivatePortal script:

 var script: LoadNextLevel;
 function OnTriggerStay (){
     if (Input.GetKeyDown(KeyCode.JoystickButton1)){
         script = GetComponent(Portal); 
         script.enabled = true;
         Debug.Log("Sucessfully activated!");
     }
 }

Portal script:

 function OnTriggerEnter (myTrigger : Collider) {
     if(myTrigger.gameObject.name == "Player"){
         Debug.Log("Player went through! Level2 loaded.");
         Application.LoadLevel("Level2");
     }
 }

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robertbu · Jul 13, 2014 at 06:56 PM 1
Share

GetComponent() is the typical way to communicate between two components.

http://docs.unity3d.com/412/Documentation/ScriptReference/index.Accessing_Other_Game_Objects.html

http://unitygems.com/script-interaction-tutorial-getcomponent-unityscript/

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by MagicoCreator · Jul 13, 2014 at 11:20 PM

 function OnTriggerEnter (myTrigger : Collider) {
   if(enabled){
     if(myTrigger.gameObject.name == "Player"){
         Debug.Log("Player went through! Level2 loaded.");
         Application.LoadLevel("Level2");
     }
   }
 }


Use it like this and it will work like you wanted it to, because OnTriggerEnter is still sent regardless if the script is enabled or not.

Setting enabled to false only disables the automatic calling of Update,LateUpdate, and FixedUpdate, as far as i know

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Zmiho · Jul 14, 2014 at 10:13 AM 0
Share

I get this...

NullReferenceException: Object reference not set to an instance of an object ActivatePortal.OnTriggerStay () (at Assets/Scripts/ActivatePortal.js:5)

avatar image MagicoCreator · Jul 14, 2014 at 12:43 PM 0
Share

GetComponent only works on the GameObject, so if your script runs on another gameobject you should get the portal script like this: GameObject.Find("nameoftheportalobject").GetComponent(Portal);

avatar image Zmiho · Jul 14, 2014 at 07:07 PM 0
Share

thank you very VERY much...it works now like a charm

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Don'tDestroyOnLoad issue, please help :( 1 Answer

How to load saved data from another scene? 2 Answers

Save and load data with Javascript... 0 Answers

Can someone help me fix my Javascript for Flickering Light? 6 Answers

How to deactivate something when holding down a key? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges