i instantiated a model in my scene but I want to call the model from a camera script
how can I call an instantiated game object? i have tried to do it trough this … but it reads the error of cant convert Game object to transform. any ideas on how can i achive this?
CODE:
var target:Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse OrbitMP")
function Awake ()
{
if (networkView.isMine == true)
target =transform.gameObject.Find("marrep_multyplayerReady(Clone)");
}
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
Obviously, the error in your code is that Find returns you a GameObject, where you want your target to be a Transform. I fail to see why you would want a transform instead of a GameObject to be honest.
But if you don’t want to use Find, you could store your instance in a static variable when it’s instantiated.
let’s say you instantiate your model in a script called MyScript, add this in your code:
static var myInstances:GameObject[]; // a static array of GameObjects
// do some stuff
var newInstance:GameObject = Instantiate(myPrefab, transform.position, transform.rotation);
myInstances.Push(newInstance);
then later you can reference this array from anywhere using the static reference.
for (var i = 0; i < MyScript.myInstances.length; i++) {
var currentInstance:GameObject = MyScript.myInstances[0];
// and do whatever you want to do to currentInstance
}
edit: Note that I’m using an array here because I don’t know if you plan on instantiating your model several times. If you know you’ll only ever have one single instance, you can use a single GameObject instead of an array.
Oh and btw, static vars don’t appear in inspector, just so you know.