This may take this thread in a completly different direction but what I need to achieve is toggling a proposed (PTPropLift) and existing (ExistingMaster) object on/off using a gui button.
The proposal needs to be deactivated at startup and the colliders also need to toggle on/off with the relative object.
Currently I using the following script which works great apart from the fact that at the start both objects are visible and collision is still enabled on the invisible objects.
Any ideas? This is way beond my coding expertise.
Cheers
var Object1 = "ExistingMaster";
var Object2 = "PTPropLift";
var ButtonLabel = "";
var ButtonX = 120;
var ButtonY = 40;
var ButtonWidth = 80;
var ButtonHeight = 20;
function OnGUI ()
{
if (ButtonLabel == "")
{
ButtonLabel = "Toggle";
}
var ObjectToSwap1 = GameObject.Find("ExistingMaster");
var SwapRenderer1 = ObjectToSwap1.GetComponentsInChildren(Renderer);
var ObjectToSwap2 = GameObject.Find("PTPropLift");
var SwapRenderer2 = ObjectToSwap2.GetComponentsInChildren(Renderer);
if (GUI.Button (Rect (ButtonX,ButtonY,ButtonWidth,ButtonHeight), ButtonLabel))
{
for (var eachRenderer1 in SwapRenderer1)
for (var eachRenderer2 in SwapRenderer2)
{
if (eachRenderer1 eachRenderer2)
{
eachRenderer1.enabled = !eachRenderer1.enabled;
eachRenderer2.enabled = !eachRenderer1.enabled; //set from Renderer1, so that there is always exactly one activated
}
else
{
print("Error finding objects");
}
}
}
}