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Game Object disappears from inspector when I press play

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I've added a mechanic into my game so that when the player collides with a trigger a button will appear for them to click, and once they do a player animation will activate. Here's the script for that: { [SerializeField] public Button enterButton; public bool enterAllowed; public Animator anim; private void Start() { enterButton.gameObject.SetActive(false); anim = GetComponent(); } private void Update() { } private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name.Equals("Temp Player")) { enterButton.gameObject.SetActive(true); enterAllowed = true; } } private void OnTriggerExit2D(Collider2D collision) { if (collision.gameObject.name.Equals("Temp Player")) { enterButton.gameObject.SetActive(false); enterAllowed = false; } } public void Replenish() { anim.SetTrigger("isDrinking"); //Debug.Log("Player is drinking"); } } The script above is placed on the trigger which connects to the button on-click component. In it's inspector in Unity, I have the character's animator plugged in to the anim slot. The only problem present is when I play the game to test the mechanic, the anim slot automatically clears itself of the player's animator component. ![alt text][1] ![alt text][2] Is there any way to fix this issue without having to replace the player's animator component whenever playing? I'm sorry if I lacked necessary details on my issue. If you need any questions answered, I'd be happy to oblige. [1]: /storage/temp/168999-example-pic.png [2]: /storage/temp/169000-example-pic2.png

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