FOVE SUPPORT CENTER

Calling non-static functions from FoveInterface

Completed

Comments

2 comments

  • Official comment
    Avatar
    Scott Harper

    Hi! You shouldn't need the FoveInterfaceGO reference. If you make "fi" public, it will show up in the inspector, and you can drag your FoveInterface object to that field and never have to grab any behaviour from gameobjects.

    In order to better determine which object is null, I would also put a statement (just for debugging -- remove when it's fixed) before the gazecast call to make sure that `fi` and `my_collider` are both not null.

    Comment actions Permalink
  • Avatar
    David Pradell

    Thank you very much. It worked that way :)

    0
    Comment actions Permalink

Please sign in to leave a comment.