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Question by Thaina · Apr 30, 2017 at 07:28 AM · scripting problemsendmessageinterop

What happen when you use interop sendmessage but have multiple gameobject with same name?

I don't know what will happen and I wish I could avoid it

Well, why unity sendMessage cannot use instanceID instead of name

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avatar image Masterio · Apr 30, 2017 at 08:18 AM 0
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http://answers.unity3d.com/questions/982211/is-sendmessage-or-getcomponent-faster.html

Read answers ;)

avatar image Thaina Masterio · Apr 30, 2017 at 08:20 AM 0
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Is that really apply to interop send$$anonymous$$essage? It is difference function though

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Answer by Bunny83 · Apr 30, 2017 at 10:11 AM

InstanceIDs are not guaranteed to be the same between build. They are only used for internal object management. What happens when you send a message to Unity having multiple gameobject with the same name, is that Unity will simply pick the first one it finds.

You said you wish you could avoid it. Well the answer is you have to avoid it. interop communication should be handled by a single object / class in your scene. That class must have a unique name. Any other needs you might have can be handled by this single class.

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avatar image Thaina · Apr 30, 2017 at 10:19 AM 0
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I was expect that I could call native javascript from C# to execute some async code then send result back to target object. If there are Send$$anonymous$$essage by InstanceID I could send that ID to JavaScript to call Send$$anonymous$$essage

I don't expect that InstanceID would be the same between build but it should be the same in each times the scene was created. What I need is send$$anonymous$$essage dynamically

Thanks for clarifying the unity's behaviour

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