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Components not updating

Discussion in 'Scripting' started by FieroOfTheCanada, Aug 9, 2014.

  1. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    I'm trying to make it so when the player spawns the following components get enabled but its not working does anyone have any idea on what to do?

    Code (CSharp):
    1.  
    2. void SpawnMyPlayer() {
    3.         if(spawnSpots == null) {
    4.             Debug.LogError ("WTF?!?!?");
    5.             return;
    6.         }
    7.  
    8.         SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
    9.         GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
    10.         standbyCamera.enabled = false;
    11.  
    12.         ((MonoBehaviour)myPlayerGO.GetComponent("soldierMovement")).enabled = true;
    13.         ((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
    14.         ((MonoBehaviour)myPlayerGO.GetComponent("Health")).enabled = true;
    15.         ((MonoBehaviour)myPlayerGO.GetComponent("crouchController")).enabled = true;
    16.         ((MonoBehaviour)myPlayerGO.GetComponent ("skeletonToCharacter")).enabled = true;
    17.         ((MonoBehaviour)myPlayerGO.GetComponent ("weaponController")).enabled = true;
    18.         ((MonoBehaviour)myPlayerGO.GetComponent ("soldierLOD")).enabled = true;
    19.         ((MonoBehaviour)myPlayerGO.GetComponent ("smoothWorldPosition")).enabled = true;
    20.         ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAnimation")).enabled = true;
    21.         ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAim")).enabled = true;
    22.         ((MonoBehaviour)myPlayerGO.GetComponent ("bulletHoleProperty")).enabled = true;
    23.         ((MonoBehaviour)myPlayerGO.GetComponent ("gun")).enabled = true;
    24.  
    25.         myPlayerGO.transform.FindChild("soldierCamera").gameObject.SetActive(true);
    26.  
    27.     }
    28.  

    NOTE: I need this code for multiplier reasons.
     
  2. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    try this:
    Code (CSharp):
    1. myPlayerGO.GetComponent<Health>().enabled = true;
     
  3. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    I get this error now

     
  4. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    Replace Health with the name of the class that you want to disable.
     
  5. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    Ok so this is there error I'm getting

    NullReferenceException: Object reference not set to an instance of an object
    NetworkManager.SpawnMyPlayer () (at Assets/C#/NetworkManager.cs:51)
    NetworkManager.OnJoinedRoom () (at Assets/C#/NetworkManager.cs:37)
    UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
    NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1769)
    NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1612)
    ExitGames.Client.Photon.PeerBase: DeserializeMessageAndCallback(Byte[])
    ExitGames.Client.Photon.EnetPeer: DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer: DispatchIncomingCommands()
    PhotonHandler:Update() (at Assets/Photon Unity Networking/PhotonNetwork/PhotonHandler.cs:76)

    Here is the code:
    Code (CSharp):
    1. public class NetworkManager : MonoBehaviour {
    2.         public Camera standbyCamera;
    3.         SpawnSpot[] spawnSpots;
    4.         // Use this for initialization
    5.         void Start () {
    6.                 spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
    7.                 Connect ();
    8.         }
    9.         void Connect() {
    10.                 PhotonNetwork.ConnectUsingSettings( "MultiFPS v001" );
    11.         }
    12.      
    13.         void OnGUI() {
    14.                 GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() );
    15.         }
    16.         void OnJoinedLobby() {
    17.                 Debug.Log ("OnJoinedLobby");
    18.                 PhotonNetwork.JoinRandomRoom();
    19.         }
    20.         void OnPhotonRandomJoinFailed() {
    21.                 Debug.Log ("OnPhotonRandomJoinFailed");
    22.                 PhotonNetwork.CreateRoom( null );
    23.         }
    24.         void OnJoinedRoom() {
    25.                 Debug.Log ("OnJoinedRoom");
    26.                 SpawnMyPlayer();
    27.         }
    28.         void SpawnMyPlayer() {
    29.                 if(spawnSpots == null) {
    30.                         Debug.LogError ("WTF?!?!?");
    31.                         return;
    32.                 }
    33.                 SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
    34.                 GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
    35.                 standbyCamera.enabled = false;
    36.                 ((MonoBehaviour)myPlayerGO.GetComponent("soldierMovement")).enabled = true;
    37.                 ((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
    38.                 ((MonoBehaviour)myPlayerGO.GetComponent("Health")).enabled = true;
    39.                 ((MonoBehaviour)myPlayerGO.GetComponent("crouchController")).enabled = true;
    40.                 ((MonoBehaviour)myPlayerGO.GetComponent ("skeletonToCharacter")).enabled = true;
    41.                 ((MonoBehaviour)myPlayerGO.GetComponent ("weaponController")).enabled = true;
    42.                 ((MonoBehaviour)myPlayerGO.GetComponent ("soldierLOD")).enabled = true;
    43.                 ((MonoBehaviour)myPlayerGO.GetComponent ("smoothWorldPosition")).enabled = true;
    44.                 ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAnimation")).enabled = true;
    45.                 ((MonoBehaviour)myPlayerGO.GetComponent ("soldierAim")).enabled = true;
    46.                 ((MonoBehaviour)myPlayerGO.GetComponent ("bulletHoleProperty")).enabled = true;
    47.                 ((MonoBehaviour)myPlayerGO.GetComponent ("gun")).enabled = true;
    48.                 myPlayerGO.transform.FindChild("soldierCamera").gameObject.SetActive(true);
    49.         }
    50. }

    Please help
     
  6. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    That error means that there isn't a script with that name ion myPlayerGO.
    The script u attached with that post wasn't using what I told you to use. :l
    using strings to get a component is just messy. And you don't need an explicit cast to MonoBehaviour.
     
  7. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    I fixed old error but now there is a new one
    Assets/C#/NetworkManager.cs(59,41): error CS0246: The type or namespace name `soldierAim' could not be found. Are you missing a using directive or an assembly reference?

    The code:
    Code (CSharp):
    1.         SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
    2.         GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("soldier3rdPerson", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
    3.         standbyCamera.enabled = false;
    4.  
    5.         myPlayerGO.GetComponent<soldierMovement>().enabled = true;
    6.         myPlayerGO.GetComponent<MouseLook>().enabled = true;
    7.         myPlayerGO.GetComponent<Health>().enabled = true;
    8.         myPlayerGO.GetComponent<crouchController>().enabled = true;
    9.         myPlayerGO.GetComponent<skeletonToCharacter>().enabled = true;
    10.         myPlayerGO.GetComponent<weaponController>().enabled = true;
    11.         myPlayerGO.GetComponent<soldierLOD>().enabled = true;
    12.         myPlayerGO.GetComponent<smoothWorldPosition>().enabled = true;
    13.         myPlayerGO.GetComponent<soldierAnimation>().enabled = true;
    14.         myPlayerGO.GetComponent<soldierAim>().enabled = true;
    15.         myPlayerGO.GetComponent<bulletHoleProperty>().enabled = true;
    16.         myPlayerGO.GetComponent<gun>().enabled = true;
    17.  
    18.         myPlayerGO.transform.FindChild<soldierCamera>().gameObject.SetActive(true);
    19.  
    20.     }
    21. }
    22.  

    the error goes for every myPlayerGO
     
  8. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    Is the class you're trying to disable called soldierMovement? even with the lowercase s?
     
  9. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    Yep, I copied the name of the class and put it there
     
  10. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    Show me the class please.
     
  11. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
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    that should be most of them.
     
  12. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    Can you show me the containings of soldierAim?
    Also, the error appears on this line correct?
    Code (CSharp):
    1. myPlayerGO.GetComponent<soldierAim>().enabled = true;
     
  13. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
    25
    Well the thing is its for all of them

    And it turns out there is also the following error:
    NullReferenceException: Object reference not set to an instance of an object
    NetworkManager.SpawnMyPlayer () (at Assets/C#/NetworkManager.cs:51)
    NetworkManager.OnJoinedRoom () (at Assets/C#/NetworkManager.cs:37)
    UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
    NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1769)
    NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/PhotonNetwork/NetworkingPeer.cs:1612)
    ExitGames.Client.Photon.PeerBase: DeserializeMessageAndCallback(Byte[])
    ExitGames.Client.Photon.EnetPeer: DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer: DispatchIncomingCommands()
    PhotonHandler:Update() (at Assets/Photon Unity Networking/PhotonNetwork/PhotonHandler.cs:76)

    soldierAim:
    Code (JavaScript):
    1. var soldierCamera : Transform;
    2. var headRotationFix : Vector3 = Vector3(180,90,90);
    3. var crosshair : Transform;
    4.  
    5. private var target : Vector3;
    6. private var targetTarget : Vector3; //The target for Mathf.Lerp to the target.
    7. private var rightUpperArm : Transform;
    8. private var rightClavicle : Transform;
    9. private var leftUpperArm : Transform;
    10. private var leftClavicle : Transform;
    11. private var leftForearm : Transform;
    12. private var leftFinger : Transform;
    13. private var spine1 : Transform;
    14. private var spine2 : Transform;
    15. private var head : Transform;
    16. private var neck : Transform;
    17. private var cameraYRotation : float;
    18. private var cameraPitch : float;
    19. private var torsoOffsetAngle : float;
    20. private var torsoOffsetPitch : float;
    21. private var leanHead : float = 0.0;
    22. private var soldierAnimationScript : soldierAnimation;
    23. private var leftArmIkScript : MonoBehaviour;
    24. private var ikArm : Transform;
    25. private    var ikUpperArm : Transform;
    26. private    var ikForearm : Transform;
    27. private var transition : float;
    28. private var transitionTarget : float; // 0 means normal animation, 1 means complete aim.
    29. private var transition2 : float;
    30. private var transition2Target : float; // 0 means normal animation, 1 means complete aim. For head and torso.
    31.  
    32. function Start(){
    33.     spine1 =  transform.Find("Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1");
    34.     spine2 =  spine1.Find("Bip01 Spine2");
    35.     neck = spine2.Find("Bip01 Neck");
    36.     rightClavicle = neck.Find("Bip01 R Clavicle");
    37.     rightUpperArm = rightClavicle.Find("Bip01 R UpperArm");
    38.     leftClavicle = neck.Find("Bip01 L Clavicle");
    39.     leftUpperArm = leftClavicle.Find("Bip01 L UpperArm");
    40.     leftForearm = leftUpperArm.Find("Bip01 L Forearm");
    41.     leftFinger = leftForearm.Find("Bip01 L Hand/Bip01 L Finger2/Bip01 L Finger21");
    42.     head = neck.Find("Bip01 Head");
    43.     soldierAnimationScript = GetComponent("soldierAnimation");
    44.     ikArm = leftUpperArm.Find("ikArm");
    45.     ikArm.parent = transform.root;
    46.     ikArm.position = leftUpperArm.position;
    47.     ikUpperArm = ikArm.Find("upperArm");
    48.     ikForearm = ikUpperArm.Find("elbow");
    49.     leftArmIkScript = ikArm.GetComponent("inverseKinematics");
    50.     var upperArmLength : float = Vector3.Distance(leftUpperArm.position, leftForearm.position);
    51.     var forearmLength : float = Vector3.Distance(leftForearm.position, leftFinger.position);  
    52.     ikForearm.parent = null;
    53.     ikUpperArm.localScale = Vector3(upperArmLength, upperArmLength, upperArmLength);
    54.     ikForearm.localScale = Vector3(forearmLength, forearmLength, forearmLength);
    55.     ikForearm.parent = ikUpperArm;
    56.     ikForearm.localPosition = Vector3.zero;
    57.     ikForearm.position += ikUpperArm.forward * upperArmLength;
    58. }
    59.  
    60. function LateUpdate(){
    61.     //Target.
    62.     var targetRay : Ray = soldierCamera.camera.ViewportPointToRay(crosshair.position);
    63.     var targetRayDistance : float = 300.0;
    64.     var targetHit : RaycastHit;
    65.     targetTarget = targetRay.origin + targetRay.direction * targetRayDistance;
    66.     if(Physics.Raycast(targetRay, targetHit, targetRayDistance)){
    67.         var targetHitDistance : float = Vector3.Distance(targetHit.point, soldierCamera.position);
    68.         var soldierDistance : float = Vector3.Distance(transform.position, soldierCamera.position);
    69.         if (targetHitDistance > soldierDistance * 1.0){
    70.             var targetRayUpperArm : Ray;
    71.             targetRayUpperArm.origin = rightUpperArm.position;
    72.             targetRayUpperArm.direction = targetHit.point - rightUpperArm.position;
    73.             targetTarget = rightUpperArm.position + (targetHit.point - rightUpperArm.position).normalized * targetRayDistance;
    74.         }
    75.     }
    76.     target = Vector3.Lerp(target,targetTarget,Time.deltaTime * 10.0);
    77.     var aimAid : Transform = new GameObject("aidAim").transform; //This will be used to aid the body parts aim in the rigth direction.
    78.     //Transition 1(arms).
    79.     transitionTarget = 1.0;
    80.     transitionTarget *= 1 - soldierAnimationScript.landingBlend; //Landing.
    81.     transitionTarget *= 1 - soldierAnimationScript.fallingBlend;//Falling.
    82.     transitionTarget *= 1 - soldierAnimationScript.sprintBlend;// Sprinting.
    83.     transitionTarget *= 1 - soldierAnimationScript.crouchSprintBlend; //Crouch sprinting.
    84.     transitionTarget *= 1 - soldierAnimationScript.hitBlend; //Getting hit.
    85.     transitionTarget *= 1 - soldierAnimationScript.dieBlend; //Dying.
    86.     //Transition 2(spine and head)
    87.     transition2Target = 1.0;
    88.     transition2Target *= 1 - soldierAnimationScript.hitBlend; //Getting hit.
    89.     transition2Target *= 1 - soldierAnimationScript.dieBlend; //Dying.  
    90.     //Store pre-rotations.
    91.     var rightUpperArmLocalRotation : Quaternion = rightUpperArm.localRotation;
    92.     var leftUpperArmLocalRotation : Quaternion = leftUpperArm.localRotation;
    93.     var leftForearmLocalRotation : Quaternion = leftForearm.localRotation;
    94.     var headLocalRotation : Quaternion = head.localRotation;
    95.     var spine1LocalRotation : Quaternion = spine1.localRotation;
    96.     var spine2LocalRotation : Quaternion = spine2.localRotation;
    97.     //Aiming.
    98.     var characterYRotation : float = transform.rotation.eulerAngles.y;
    99.     var spineYRotation : float = spine1.rotation.eulerAngles.y + 60;
    100.     if (soldierCamera != null){
    101.         cameraYRotation = soldierCamera.rotation.eulerAngles.y;
    102.         cameraPitch = soldierCamera.localRotation.eulerAngles.x;
    103.     }
    104.     var deltaTorsoAngle : float = Mathf.DeltaAngle(spineYRotation, cameraYRotation);
    105.     torsoOffsetAngle = Mathf.Lerp(torsoOffsetAngle, deltaTorsoAngle, Time.deltaTime * 15.0);
    106.     var deltaTorsoPitch : float = Mathf.DeltaAngle(0, cameraPitch);
    107.     torsoOffsetPitch = Mathf.Lerp(torsoOffsetPitch, deltaTorsoPitch, Time.deltaTime * 15.0);
    108.     spine1.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
    109.     spine2.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
    110.     spine1.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
    111.     spine2.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
    112.     aimAid.position = rightUpperArm.position;//Right arm.
    113.     var gunAim : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunAim");
    114.     aimAid.LookAt(gunAim);
    115.     rightUpperArm.parent = aimAid;
    116.     aimAid.LookAt(target);
    117.     rightUpperArm.parent = rightClavicle;
    118.     aimAid.position = leftUpperArm.position;//Upper arm.
    119.     aimAid.LookAt(leftForearm);
    120.     leftUpperArm.parent = aimAid;
    121.     var gunGrab : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunGrab");
    122.     aimAid.LookAt(gunGrab);
    123.     leftUpperArm.parent = leftClavicle;
    124.     //IK. (Left arm).
    125.     ikArm.position = leftUpperArm.position;
    126.     var leftElbowTarget : Transform = spine2.Find("leftElbowTarget");
    127.     leftArmIkScript.elbowTarget = leftElbowTarget.position;
    128.     leftArmIkScript.target = gunGrab.position;
    129.     leftArmIkScript.CalculateIK();
    130.     var upperArmRotation : Quaternion = ikUpperArm.Find("upperArmRotation").rotation;
    131.     var forearmRotation : Quaternion = ikForearm.Find("forearmRotation").rotation;
    132.     leftUpperArm.rotation = upperArmRotation;
    133.     leftForearm.rotation = forearmRotation;
    134.     Destroy(aimAid.gameObject);
    135.     if (soldierCamera != null){ //Head.
    136.         head.LookAt(target);
    137.         head.Rotate(headRotationFix);
    138.         //Lean head  so it doesn't intersects with the gun.
    139.         var minHeadLeanAngle : float = 0.0;
    140.         var maxHeadLeanAngle : float = 120.0;
    141.         var fullLeanAngle : float = 20;
    142.         var leanHeadTarget : float =  0.0;
    143.         if (head.localRotation.eulerAngles.x > minHeadLeanAngle && head.localRotation.eulerAngles.x < maxHeadLeanAngle){
    144.             leanHeadTarget = head.localRotation.eulerAngles.x - minHeadLeanAngle; //Angle for leaning the head.
    145.             leanHeadTarget /= maxHeadLeanAngle;
    146.             leanHeadTarget *= fullLeanAngle;
    147.         }
    148.         leanHead = Mathf.Lerp(leanHead, leanHeadTarget, Time.deltaTime * 5.0);
    149.         head.Rotate(0,leanHead,0);
    150.     }
    151.     //Transition 1.
    152.     transition = Mathf.Lerp(transition, transitionTarget, Time.deltaTime * 5.0);
    153.     if(transition < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
    154.         rightUpperArm.localRotation = Quaternion.Lerp(rightUpperArmLocalRotation, rightUpperArm.localRotation, transition);
    155.         leftUpperArm.localRotation = Quaternion.Lerp(leftUpperArmLocalRotation, leftUpperArm.localRotation, transition);
    156.         leftForearm.localRotation = Quaternion.Lerp(leftForearmLocalRotation, leftForearm.localRotation, transition);
    157.        
    158.     }
    159.     //Transition 2.
    160.     transition2 = Mathf.Lerp(transition2, transition2Target, Time.deltaTime * 5.0);
    161.     if(transition2 < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
    162.         head.localRotation = Quaternion.Lerp(headLocalRotation, head.localRotation, transition2);
    163.         spine1.localRotation = Quaternion.Lerp(spine1LocalRotation, spine1.localRotation, transition2);
    164.         spine2.localRotation = Quaternion.Lerp(spine2LocalRotation, spine2.localRotation, transition2);
    165.     }
    166. }
     
  14. Magiichan

    Magiichan

    Joined:
    Jan 5, 2014
    Posts:
    403
    Are these scripts directly attached to the prefab? o_o
     
  15. FieroOfTheCanada

    FieroOfTheCanada

    Joined:
    Aug 9, 2014
    Posts:
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    btw the script with the errors is C# and its controlling Java is that the problem?
     
  16. FieroOfTheCanada

    FieroOfTheCanada

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    Aug 9, 2014
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  17. FieroOfTheCanada

    FieroOfTheCanada

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    can anyone help?
     
  18. FieroOfTheCanada

    FieroOfTheCanada

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    Btw all I need done is the code to enable the code
     
  19. Magiichan

    Magiichan

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    Ah, you'll need to use a string if it's javascript.
    Code (CSharp):
    1. (GetComponent("MyScriptName") as MonoBehaviour).enabled = false;
     
  20. FieroOfTheCanada

    FieroOfTheCanada

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    Its C# loading java
     
  21. Fraconte

    Fraconte

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    Dec 6, 2013
    Posts:
    327
    If I remember right... you have to put all the javascript files in a folder called "Plugins" inside "Assets".
     
  22. Magiichan

    Magiichan

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    Jan 5, 2014
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    403
    I know, you're trying to disable a javascript using a C# script :l
    Code (CSharp):
    1. (GetComponent("MyScriptName") as MonoBehaviour).enabled = false;