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How to Access Variables and Functions from Different Unity Components?

Barbara Streisand
Release: 2025-01-18 06:12:14
Original
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How to Access Variables and Functions from Different Unity Components?

Access variables and functions of different components in Unity

In Unity, accessing variables and functions in other scripts is a very common need. By default, variables and functions in a script are private and cannot be accessed from outside the script. To allow other scripts to access them, they need to be made public.

For example, consider a scene containing a player and an enemy, each with its own script (Character_Stats and Enemy_Stats). In this case, accessing the Health variable of the Enemy_Stats script from the Character_Stats script requires a workaround, as shown in the following code:

<code class="language-c#">void OnCollisionEnter(Collision collision)
{
    if (collision.gameObject.tag == "Enemy")
    {
        collision.gameObject.GetComponent<enemy_stats>().Health = 
            collision.gameObject.GetComponent<enemy_stats>().Health 
            - gameObject.GetComponent<character_stats>().AttackDamage;

        if (collision.gameObject.GetComponent<enemy_stats>().Health < 0)
        {
            Destroy(collision.gameObject);
        }
    }
}</code>
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Make variables and functions public

To avoid this workaround, make the Health variable and any functions you want to access from other scripts public. Here’s how to do it:

<code class="language-c#">public class Enemy_Stats : MonoBehaviour
{
    public float Health;

    void Start()
    {

    }

    public void TakeDamage(float damage)
    {
        Health -= damage;
    }
}</code>
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Access public variables and functions

You can now access the Health variable from another script using the Find and GetComponent functions and call the TakeDamage function:

<code class="language-c#">public class Character_Stats : MonoBehaviour
{
    GameObject enemyObj;
    Enemy_Stats enemyStats;

    void Start()
    {
        enemyObj = GameObject.Find("EnemyGameObject");
        enemyStats = enemyObj.GetComponent<Enemy_Stats>();
    }

    void AttackEnemy()
    {
        enemyStats.TakeDamage(AttackDamage);

        if (enemyStats.Health <= 0)
        {
            Destroy(enemyObj);
        }
    }
}</code>
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By making variables and functions public, you can easily access and manipulate them from other scripts, saving time and effort in your Unity project.

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