Timeline for Need help accessing booleans from other script Unity3D
Current License: CC BY-SA 4.0
10 events
when toggle format | what | by | license | comment | |
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Jul 22, 2020 at 22:06 | vote | accept | Matheson | ||
Jul 22, 2020 at 4:54 | history | edited | Matheson | CC BY-SA 4.0 |
added 1283 characters in body
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S Jul 21, 2020 at 18:27 | history | suggested | Kevin |
add Unity tag
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Jul 21, 2020 at 4:46 | review | Suggested edits | |||
S Jul 21, 2020 at 18:27 | |||||
Jul 21, 2020 at 3:50 | answer | added | Kevin | timeline score: 1 | |
Jul 21, 2020 at 3:35 | comment | added | Matheson | @Kevin Doesn't that mean it's set to false only once at the very start? Meaning it doesn't continuously get set to false whenever a platform is spawned? But either way, if I remove that section of the code, it still doesn't fix the problem. | |
Jul 21, 2020 at 3:21 | comment | added | Kevin |
"What would make it so that dead is set to false every time a platform is spawned?" public void Start() { dead = false; }
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Jul 21, 2020 at 3:14 | comment | added | Matheson | I'm spawning platforms after the player has died but I would assume that doesn't much of a difference as it takes a long time for a newly spawned platform to reach where the player is and the Scene switches after only half a second. What would make it so that dead is set to false every time a platform is spawned? The script that spawns the platforms is in a different class than what is shown in my post | |
Jul 21, 2020 at 3:05 | comment | added | DMGregory♦ | Looks like you're setting dead to false anytime a platform is spawned. Are you spawning platforms after the player has died? | |
Jul 21, 2020 at 2:52 | history | asked | Matheson | CC BY-SA 4.0 |