Can't disable C# script from another object while using JavaScript

I’m in the need of assistance! The premise of my code is for me to have in-game cheats so that testing is easier and more fun. I’ll type out each game object and then put the code beneath it. My javascript is in its own folder and the c# script is under the standard assets folder. I know it’s really long, but hopefully you can understand whats going on :slight_smile:

Player
script name- scriptDevControls

var motor : CharacterMotor;
var itty : boolean;
var viewIsScaleable : boolean;
var thighBurn : boolean;
var canPixelate : boolean = false;
var pixelEffect : boolean;
private var cheat_Enabled : boolean = false;
private var input : String = "";
private var cheatCorrect : boolean;
function Start ()
{
	motor = GetComponent(CharacterMotor);
	var pixelEffect : SimplePixelizer;
	pixelEffect = GameObject.FindGameObjectWithTag("MainCamera").GetComponent("SimplePixelizer");
}
function Update () 
{
	if (Input.GetKeyUp(KeyCode.BackQuote)||Input.GetKeyUp(KeyCode.C))
	{
		if (cheat_Enabled == true)
		{
			input = "";
			cheat_Enabled = false;
			Time.timeScale = 1.0;
		}
		if (cheat_Enabled == false)
		{
			cheat_Enabled = true;
			Time.timeScale = 0.0;
		}
	}
	if (canPixelate == true)
	{
		pixelEffect.enabled = true;
	}
	else
	{
		pixelEffect.enabled = false;
	}
}
function OnGUI ()
{
	if (cheat_Enabled == true)
	{
		Time.timeScale = 0.0;
		input = GUI.TextField (Rect(0,0,200,30),input,300);
		if (GUI.Button (Rect(200,0,170,30), "Activate Cheat") || Input.GetKeyDown (KeyCode.Return))
		{
			if (input == "scrollo")
			{
				viewIsScaleable = true;
			}
			if (input == "flash")
			{
				motor.movement.maxSidewaysSpeed = 10;
				motor.movement.maxBackwardsSpeed = 10;
				Time.timeScale = 1.0;
				cheatCorrect = true;
			}
			if (input == "thigh burn")
			{
				motor.jumping.baseHeight = 2;
				motor.jumping.extraHeight = 4;
				Time.timeScale = 1.0;
				cheatCorrect = true;
			}
			if (input == "itty")
			{
				transform.localScale = Vector3(0.1,0.1,0.1);
				itty = true;
				Time.timeScale = 1.0;
				
			}
			if (input == ("pixy"))
			{
				canPixelate = true;
			}
			if (input == "reset")
			{
				motor.movement.maxSidewaysSpeed = 5;
				motor.movement.maxBackwardsSpeed = 5;
				motor.jumping.baseHeight = 1.1;
				motor.jumping.extraHeight = 1.1;
				transform.localScale = Vector3(0.3,0.3,0.3);
				viewIsScaleable = false;
				canPixelate = false;
				Time.timeScale = 1.0;
				if (itty == true)
				{
					transform.position.y += 1;
					itty = false;
				}
				cheatCorrect = true;
			}
			if (input != "reset"||"space"||"speedy")
			{
				cheatCorrect = false;
			}
			if (cheatCorrect == false)
			{
				Time.timeScale = 1.0;
			}
			cheat_Enabled = false;
		}
		GUI.Box(Rect(0,0,Screen.width,Screen.height),"");
	}
}

Camera
script name- SimplePixelizer

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[AddComponentMenu("Image Effects/SimplePixelizer")]
public class SimplePixelizer : MonoBehaviour {	
	
	public bool colorBlending = false;
	public int pixelize = 8;
	
	//Fixed Resolution
	//Enabling fixed resolution will ignore the pixelize variable.
	//It won't ignore colorBlending
	public bool useFixedResolution = false;
	public int fixedHeight = 640;
	public int fixedWidth = 480;
	
	//Check if image effects are supported
	protected void Start() {
		if (!SystemInfo.supportsImageEffects) {
			enabled = false;
			return;
		}
	}
	
	//Downgrade the image
	void OnRenderImage (RenderTexture source, RenderTexture destination) {
		//Create the buffer
		RenderTexture buffer = null;
		
		//Set the resolution of the buffer
		if(useFixedResolution) {
			buffer = RenderTexture.GetTemporary(fixedWidth, fixedHeight, 0);
		}
		else {
			buffer = RenderTexture.GetTemporary(source.width/pixelize, source.height/pixelize, 0);
		}
		
		//Change filter mode of buffer to create the pixel effect
		buffer.filterMode = FilterMode.Point;
		
		//Change filter mode of source to disable color blending/merging
		if(!colorBlending) {
			source.filterMode = FilterMode.Point;
		}
		
		//Copy source to buffer to create the final image
		Graphics.Blit(source, buffer);	
		
		//Copy buffer to destination so it renders on screen
		Graphics.Blit(buffer, destination);
		
		//Release buffer
		RenderTexture.ReleaseTemporary(buffer);
	}
}

Your line 6 says pixelEffect is a boolean. Your lines 13 and 14 refine this variable in a local scope.

Sorry, I’m a very basic programmer. Could you explain that in terms that a retarded 3 year old would understand. Sorry lol :slight_smile:

Oh wait, I think I got it! Thanks man!