For anyone struggling to figure out how to reference another script, I used a video by Game Dev Beginner "How to get a variable from another script in Unity (the right way)" to figure it out. Thank you Jon for this helpful tutorial.
hey I'm a beginner can. I watched the vid but I'm still confused on how to properly reference a script with in another? Can you tell me what code you put?
@@itsjustangel4544 I will try my best to remember what I did to the best of my ability. This won't be something you will be able to simply copy & paste: 1. first, in your FPS/Player controller script, you want to make the variables that control the mouse sensitivity is public, e.g. public float lookSpeedX = 2.0f; public float lookSpeedY = 2.0f; 2. Second, make whatever function that moves your camera is also Public, e.g. public void HandleMouseLook() 3. From here on we will make our way back to our PickUPScript, and similar to what the end of this video demonstrates, you want to declare the FPS controller script at the bottom of the section of the PickUpScript where you have declared your other public/private floats and bool variables. This is just telling the system that another script is going to be referenced. Simply call the script you want to reference and assign it a name. e.g. FPSController mouseLookScript; "FPSController" is the script I am referencing, and mouseLookScript is the name I have given it to declare it. 4. Now go to Void Start(), use the named variable we are going to use to reference the FPS controller, e.g. void Start() { LayerNumber = LayerMask.NameToLayer("holdLayer"); mouseLookScript = player.GetComponent(); } The variable we gave a name to will now be able to call the FPSController script we are using for our intended purposes. The section of this line that uses the "" characters is annotating what script we are referencing when called. 5. Now go below into our Void RotateObject() function, and inside the IF statement that calls for our rotate object input, use the reference variable we created to call the variables we made public earlier that controls the mouse sensitivity, e.g. if (Input.GetKey(KeyCode.Mouse2)) { canDrop = false; //disable player being able to look around mouseLookScript.lookSpeedX = 0f; mouseLookScript.lookSpeedY = 0f; Here we are calling the variable we created to reference the fpsController script, and we are calling the variable from our fpsController that controls our camera sensitivity. the reason why we are setting both lines to 0 is because this is where we are freezing the camera when we press our desired input (I set mine to Mouse2/middle mouse button). 6. Now we go below to our else command where our "canDrop" command is and type the same lines we just used above, e.g. else { //re-enable player being able to look around mouseLookScript.lookSpeedX = 2.0f; mouseLookScript.lookSpeedY = 2.0f; canDrop = true; } Just make sure to type the default camera sensitivity value is the same as the fpsController script we are referencing, which will re-enable the camera to move. That is all I can remember off the top of my head, hope this helps. I'm sure there is a better way of doing this, but I'm still an amateur. The Fps controller I am using is based on code created by Comp-3 Interactive.
hi! thank you so much for the tutorial! i'm a bit confused on how to lock the background lookaround rotation while you're rotating the item. could you advise on this? thanks!
Great tutorial! I've implemented the script and managed to get it working. But when I pick up and throw the object, the scaling of the object change. How can i fix this. And my camera also rotates when rotating the object, is there any way to fix that?
I loved your tutorial and script it's so useful and great. But i've a question: I want my pickable objects to be affected by my post process which is in my main camera object. How can i do that?
Hello, great tutorial. I will definitely use it in the future! One concern I do have is if your rendering the object above everything, doesn't that mean that you can see it through walls? Sorry if the answers obvious but I haven't used this system yet. Thanks
Hey thanks for the nice comment. The layer gets rendered above everything, and since we only assign the object to that layer when we are holding it, the object doesn't appear through walls when it is on the ground.
Hi, i knwo this video is old but i'm trying to use your code. I have a weird problem. When i pick up an object his scale changes. Making more big or more little. Any idea whats happening?
Unsure if you're still responding to comments or not but I have a slight problem. Picking up items is fine at first but for some reason after a bit it is a pain to pick up items. There's like a 90% chance the object cant be picked up and it gets very annoying. Any fixes? I'm using mesh colliders if that helps!
Hey, awesome video. I have a problem when picking up the item. I have a post process volume on my main camera, but when I pick up the item the effect doesn't apply onto the item until I drop it. I tried putting a volume on the other camera also, but it doesn't work still. Solutions?? Edit: Also, it clips through the map frequently.
Post process effects act on layers, you should have the option to select/add layers in the inspector for the post processing effect. As for the fact that it clips through the map, I think there is a StopClipping() func. that you may want to look at which tries to stop the the object from being placed through colliders. It's at the very bottom of the code, try editing the last few lines to your spec.
@@jondevtutorials4787 yes I was using it and I turned it off and now I have them. But there is another issue with the code. When I pick up a cube for example and look around the cube changes its scale. Why is this happening?
@@jondevtutorials4787 I'm facing a weird issue sometimes when I throw an object, it doesn't always gets thrown forward. sometimes towards the player itself.
@@HiHoSHOW perhaps the player is blocking, try changing the point where it is being thrown from. Else check how direction is being calculated in the addforce method, perhaps you are using worldspace not local space.
This is for anyone who wants to rotate the object to world space! Replace this: heldObj.transform.Rotate(Vector3.down, XaxisRotation); heldObj.transform.Rotate(Vector3.right, YaxisRotation); With this: heldObj.transform.Rotate(Vector3.down, XaxisRotation, Space.World); heldObj.transform.Rotate(Vector3.right, YaxisRotation, Space.World); Hope this helps! 🧀🧀
This tutorial isnt working for me. It might be because I dont know how to reference my FPS script, but none of this actually works for me, man. Its always these seemingly easy tutorials that are the most complex. Or maybe im just stupid
can someone help me.., it doesnt work?? edit : i use urp and some things change with the camera. but i dont know why i cant pick up the object. i already assigned the tags and all the stuff, checked several times and i dont seem to find the problem why. 2nd edit = i figured it out, turns out it needed rigidbody. but now the object is invisible when its picked up. any solution??