reference to another script unity
SomeScript script = GetComponent<SomeScript>();
// alternatively, just make it a field:
[SerializeField] protected SomeScript script;
reference to another script unity
SomeScript script = GetComponent<SomeScript>();
// alternatively, just make it a field:
[SerializeField] protected SomeScript script;
reference to gameobject in different scene unity
public Canvas menu;
// Start is called before the first frame update
void Start()
{
//not in OnEnabled since we want these methods to be called on startup
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
}
void OnDestroy()
{
//not in OnDisabled since we want these methods to be removed only when destroyed, not switched out of
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
}
//when a scene is loaded, make this canvas invisible
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
menu.gameObject.SetActive(false);
}
//when a scene is unloaded, make this canvas visible again
void OnSceneUnloaded(Scene current)
{
menu.gameObject.SetActive(true);
}
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