I get this error when trying to enable/disable a script:
BCE0019: ‘enabled’ is not a member of ‘UnityEngine.Component’.
I know that this is because I am trying to use #Pragma Strict but cannot work out that right way to do it.
Here is an example code:
#pragma strict
var movementScript : Component; //I drag and drop the selected script in the inspector
function Start () {
movementScript.enabled = true;
}
It seems like such a simple problem but I just can’t seem to work it out.
So, myGameObjectName is now a variable which holds a reference to the GameObject. (Do the “Find” in Start() not Update() because it’s expensive.) Then you can use myGameObjectName.GetComponent(name_of_component) to access scripts or other components attached to that GameObject.
For example, to change the variable “power” in your script, use:
In school I have this problem and I can’t seem to get it to work again. I imported a asset and it said I had something wrong with the mouse look script, so I deleted the imported asset and it still said:
Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(61,35): error CS1061: Type UnityEngine.Component' does not contain a definition for freezeRotation’ and no extension method freezeRotation' of type UnityEngine.Component’ could be found (are you missing a using directive or an assembly reference?)