Why is my gameObject.Find("Spotlight").GetComponent.() not working?

The script is for a light switch that when triggered with “e”, is supposed to turn on a spotlight in the scene. It’s not turning on though.

I disabled the light in the scene so I could turn it on with my lightswitch in game. However, even though I get no Error message, it just isn’t enabling.

Any suggestions?

EDIT

I’ve just found out that when I’m in game, I can’t enable the Light checkbox, even in the inspector… so the script isn’t letting me enable it.

SpotlightSwitch script

var open : boolean = false;

var openAnimationString : String;
var closeAnimationString : String;

var buttonTransform : Transform;
var distToOpen : float = 2;

@HideInInspector
var playerTransform : Transform;
@HideInInspector
var cameraTransform : Transform;

var openSound : AudioClip;
var closeSound : AudioClip;

function Awake () {
	playerTransform = GameObject.FindWithTag("Player").transform;
	cameraTransform = GameObject.FindWithTag("MainCamera").transform;
	if(open){
		GetComponent.<Animation>().Play(openAnimationString);
	}
}

function Update () {

//my getComponent variable.
	var myLight : Light = gameObject.Find("Spotlight").GetComponent.<Light>();

	var alreadyChecked : boolean = false;
	var angle : float = Vector3.Angle(buttonTransform.position - cameraTransform.position,
buttonTransform.position + (cameraTransform.right * buttonTransform.localScale.magnitude) -
cameraTransform.position);
	if (Vector3.Distance(buttonTransform.position, playerTransform.position) <= distToOpen){
	if (Vector3.Angle(buttonTransform.position - playerTransform.position, cameraTransform.forward) < angle){
	if (Input.GetKeyDown("e") && !GetComponent.<Animation>().isPlaying){

//Here is my enable/disabling below.

		if (open){
			GetComponent.<Animation>().Play(closeAnimationString);
			open = false;
			alreadyChecked = true;
			myLight.enabled = false;
			if (closeSound){
				GetComponent.<AudioSource>().PlayOneShot(closeSound);
				}
		}	
		if (!open && !alreadyChecked){
			GetComponent.<Animation>().Play(openAnimationString);
			open = true;
			myLight.enabled = true;
			if (openSound){
				GetComponent.<AudioSource>().PlayOneShot(openSound);
			}
		}

//First attempt.

		/*if (open){
			myLight.enabled = true;
			}
		if (!open){
			myLight.enabled = false;
			}*/
	}
	}
	}
}

(This script is the same script I’m using for my door, I just got lazy and didn’t change the script to say “hit” or something instead of “open” and “close”.

maybe it works when you change your myLight variable : var myLight : Light = gameObject.Find(“Spotlight”).GetComponent.();

to something like: public var myLight : GameObject = gameObject.GetComponent.();

in inspector you should assign your light you want to turn on/off

If I’m not mistaken, gameObject.Find() only finds gameobjects that are enabled, so if your light is disabled when your script tries to find it, it might be null. Not sure if that’s the problem then

Got it. I had the lightToggle script (that I commented) still attached, and its default was off, so because that was off, I never could turn it on with the main script.