Answer by cmdeviant
Let's make a small experiment. Create empty scene and add two game objects to it with names "ObjectA" and "ObjectB". Then add appropriate scripts to them with the same names. ### ObjectA.cs: public...
View ArticleAnswer by RDeluxe
This bold part is actually not clear, and here is a clarification : http://forum.unity3d.com/threads/unityevent-disabled-objects-awake-failure.267241/ As Tim C says in this thread : "If a GameObject is...
View ArticleAnswer by cmdeviant
Let's make a small experiment. Create empty scene and add two game objects to it with names "ObjectA" and "ObjectB". Then add appropriate scripts to them with the same names. ### ObjectA.cs: public...
View ArticleAnswer by RDeluxe
This bold part is actually not clear, and here is a clarification : http://forum.unity3d.com/threads/unityevent-disabled-objects-awake-failure.267241/ As Tim C says in this thread : "If a GameObject is...
View ArticleAnswer by mathieso
Something that seems to work for me. Useful when I have GameObjects that are inactive when the game starts, but I still want to be able to call methods scripts attached to those GameObjects. Create a...
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