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Question by perfectnumber · Jan 24, 2019 at 03:29 PM · unity5answersanswers.unity3d.com

Basketball Script Problem

I'm trying to make a basketball game but there's an issue `Player.holdingBall' is inaccessible due to its protection level. How do I fix it?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class GameController : MonoBehaviour {
     public Player player;
     public float resetTimer = 5f;

     void Start () {    
     }
 
     void Update () 
            {
         if (player.holdingBall == false) 
                    {
             resetTimer -= Time.deltaTime;
             if (resetTimer <= 0) 
                      {
              SceneManager.LoadScene("Game");
             }
         }
     }
 }
 
 









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Answer by tormentoarmagedoom · Jan 24, 2019 at 03:32 PM

Good day.

Its probably because at script player, the variable holdingBall is not defineed as public.

Only public variables can be reached/readed/writed by other scripts.

But I also see, you did not defined player variable. How this script knows what is "player". Its because player.holdingBall is static?

To be sure, please post also the player script.

Bye!

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Answer by perfectnumber · Jan 27, 2019 at 07:27 PM

Here's my player script. I have private bool holdingBall = true;

 using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Player : MonoBehaviour {
 
     public GameObject ball;
     public GameObject playerCamera;
 
     public float ballDistance = 2f;
     public float ballThrowingForce = 5f;
 
     private bool holdingBall = true;
 
     // Use this for initialization
     void Start () {
         ball.GetComponent<Rigidbody> ().useGravity = false;
     }
 
     // Update is called once per frame
     void Update () {
         if (holdingBall) {
       ball.transform.position = playerCamera.transform.position + playerCamera.transform.forward * ballDistance;
             if (Input.GetMouseButtonDown(0)) {
                 holdingBall = false;
                 ball.GetComponent<Rigidbody>().useGravity = true;
                 ball.GetComponent<Rigidbody>().AddForce(playerCamera.transform.forward * ballThrowingForce);
             }
     }
 }
 }

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