Hi,
For my first project on Unity I’m trying to implement a UI Button that swap between different object model.
I’ve found some old coding used for cycling objects and tried to use it on my own but i can’t quite understand what i’m missing.
Here is a copy of the script i wrote using System.Collections;using System.Collections.Generic;
using UnityEngine;
public partial class Activate : MonoBehaviour {
public static bool viewCube;
public static bool viewCylinder;
public static bool viewSphere;
private int itemSelector;
private int objectCount;
`void Start() {
itemSelector = 1;
}
void Update() {
Debug.Log(itemSelector);
Debug.Log(viewCube);
Debug.Log(viewCylinder);
Debug.Log(viewSphere);
ViewableObjects = FindObjectOfType(typeof(scriptaray)) as scriptaray[];
objectCount = new ViewableObjects;
if (Input.GetButtonDown)
{= "Button") }
{
itemSelector -= 1;
}
if (itemSelector >= 4)
{
itemSelector = 1;
}
if (itemSelector <= 0)
{
itemSelector = 3;
}
if (itemSelector == 1)
{
viewCube = true;
}
else {
viewCube = false;
}
if (itemSelector == 2)
{
viewCylinder = true;
}
else {
viewCylinder = false;
}
if (itemSelector == 3) {
viewSphere = true; }
else {
viewSphere = false; }
for (int = 0; int < objectCount; int++)
{
if (viewCube) {
if (ViewableObjects.gameObject.tag == "cube")
{
ViewableObjects.gameObject.setActive.enabled = true;
}
else {
ViewableObjects.gameObject.render.enabled = false;
}
}
if (viewCylinder) {
if (ViewableObjects.gameObject.renderer.tag == "Cylinder")
{
ViewableObjects.gameObject.renderer.enabled = true;
}
else {
ViewableObjects.gameObject.renderer.enabled = false;
}
}
if (viewSphere) {
if (ViewableObjects.gameObject.renderer.tag == "Sphere")
{
ViewableObjects.gameObject.renderer.enabled = true;
}
else {
ViewableObjects.gameObject.renderer.enabled = false;
}
}
}
}
} `
I really appreciate any help you can provide.