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Assign a variable at start

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C# When my player is instantiated over the network, one of the variables on my pause menu script seems to not be assigned. I do not want to use my pause menu canvas as a prefab, but if I have to, I will. Assigning the canvas in the player prefab doesn't work either. Picture of what I mean when I say missing variable - http://prntscr.com/4tqgf0 Pause Menu Script ( C# ) - using UnityEngine; using System.Collections; public class PauseGame : MonoBehaviour { private bool pauseGame = false; public GameObject PauseMenuCanvas; void Update () { if (Input.GetKeyDown (KeyCode.Escape)) { pauseGame = !pauseGame; if(pauseGame == true) { pauseGame = true; PauseMenuCanvas.SetActive(true); GameObject.Find("Player").GetComponent().enabled = false; GameObject.Find("Main Camera").GetComponent().enabled = false; } if(pauseGame == false) { pauseGame = false; PauseMenuCanvas.SetActive(false); GameObject.Find("Player").GetComponent().enabled = true; GameObject.Find("Main Camera").GetComponent().enabled = true; } } } }

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