WebSep 22, 2024 · if ( collision.gameObject.GetComponent< Fuel >()) { var temp = collision.gameObject.GetComponent< Fuel >() as ICollidable; if ( temp != null) { temp.OnCollision( gameObject, EventArgs.Empty); } else { Debug.Log("temp wasnt fired temp = " + temp); } } } } code for fuel: Code (CSharp): public class Fuel : MonoBehaviour, … WebFeb 7, 2024 · To replicate any Netcode aware properties or send/receive RPCs, a GameObject must have a NetworkObject component and at least one NetworkBehaviour component. Any Netcode-related component, such as a NetworkTransform or a NetworkBehaviour with one or more NetworkVariables or RPCs, requires a …
Unity - Scripting API: GameObject
WebNov 9, 2013 · } If we didn't have the collider to work with, how would be do get the GameObject e.g. List carryables; Debug.Log(carryables[0].gameObject.name); // This is impossible of course. It seems the best way is just to have all your lists be GameObjects, and check they are ICarryable … WebMay 3, 2024 · This means that you have to use the Transform component to access the children: void Start () { // All GameObjects have a transform component built-in foreach (Transform child in this.transform) { GameObject obj = child.gameObject; // Do things with obj } } The reason you can't use GetComponentsInChildren () to get the children is … maritime service tromsø
How to distinguish between multiple components of same …
WebSep 27, 2024 · ( gem1.gameObject == gem2.gameObject) That code checks to see if the GameObject that gem1 is attached to is the identical one as the GameObject that gem2 is attached to. Note that this is also the reason why you should always test if strings are equal using the "Equals" method. WebJan 20, 2024 · Internally, when the UnityEngine.Object class needs to know if an instantiated object has been destroyed, it tests for a null, but that only tells you the object was destroyed (and, I guess, is only lingering while waiting for its C# part to be garbage-collected), not that it is queued to be destroyed. WebComponent CompositeCollider2D ComputeBuffer ComputeShader ConfigurableJoint ConstantForce ConstantForce2D ContactFilter2D ContactPoint ContactPoint2D ControllerColliderHit Coroutine CrashReport Cubemap CubemapArray CullingGroup CullingGroupEvent maritimes immigration consultancy