So unfortunately, when we picked out our ships the instructor neglected to mention that we needed a ship with dual lasers. So I chose ship 18, and have already created my animation on the object so I am absolutely not redoing all of that just for a new ship with 2 layers. So I likely don’t need an arrayay, but I am not sure what my “Pivate void ActivateLaser()” code line should be. I attempted "if (GameObject laser in laser) but there is a lot of red in my script now. Would I instead use “if Input.GetButton()”?
Since you only have one laser, you don’t need the foreach
part. the rest will be the same
var emissionModule = laser.GetComponent<ParticleSystem>().emission;
emissionModule.enabled = isActive;
This assumes your reference is laser
(with no array)
[Header("Laser gun")]
[Tooltip("Add the player laser here")]
[SerializeField] GameObject laser;
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