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Hi, I made a PreFab for one of my entities in Unity. I call the entity a type of "power source". This power source or entity, sits on ground and does not move, ever. Meaning that its position will never change. The player (a primitive cube game object) does move, and if the user chooses, will eventually become close to the power source. I have declared a public GameObject within the scope of my Player.cs Script (the cube that the user gets to move around with). What I want to do is that if the player gets close to the power source, the script will know that. Basically, what I am after are the coordinates, x, z, of the power source. Keep in mind that I have a y-up system and the power source will never be above the ground, so that axis is not a factor in (as you might have guessed) my distance formula. So, essentially, I need to grab the coordinates of the power source. How would I do that?
To reiterate, I simply need to access the coordinates of the power source entity in my game.
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Something's missing from your script, and you can't use your " You need to get references to all of the PowerSources in the scene, and iterate through those. Alternatively, you could (and this would be way easier), just place a script on each PowerSource to check if the player is in range, and then do something at that point in time. Here's some pseudocode for a script you could place on your PowerSources: Thanks for the reply! I designed and coded this algorithm in C++ with Win32 API functions..Is their a tutorial you can provide that shows how to find a gameobject's type position?
May 20 '10 at 10:33 PM
lampshade
Wait... you did what? This just needed to be coded inside of a Javascript or C# file inside Unity and attached to your game object? Noone said anything about C++? And it's not an "algorithm", either... And to find a game object's position, you just use gameObject.transform.position, why would you need a tutorial on that?
May 21 '10 at 12:11 AM
qJake
All right. Its a little funky, but I managed to get it working and made a little print inside else print outside too. Also, incremented a int varaible when I was inside ;)) Thanks for your help.
May 21 '10 at 04:47 AM
lampshade
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I did something like this once and when my player walked into a trigger. The trigger would make an object play an animation. I believe you can use the same code I used and just alter it a little. I used the following code: This has nothing to do with his question...
May 20 '10 at 09:22 PM
qJake
if I could specify x, z coordinates in find, then I might be okay..
May 20 '10 at 11:03 PM
lampshade
Kinifi, Thanks for your help =)
May 21 '10 at 04:48 AM
lampshade
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