x | The first Object. |
y | The Object to compare against the first. |
Compares two object references to see if they refer to the same object.
var target : Collider; function OnTriggerEnter (trigger : Collider) { if (trigger == target) print("We hit the target trigger"); }
using UnityEngine;
public class Example : MonoBehaviour { public Collider target; void OnTriggerEnter(Collider trigger) { if (trigger == target) { print("We hit the target trigger"); } } }
Get early out if there is no target.
var target : Transform; function Update () { // Early out if the target is gone if (target == null) return; }
using UnityEngine;
public class Example : MonoBehaviour { public Transform target; void Update() { // Early out if the target is gone if (target == null) { return; } } }
Be careful when comparing with null
.
e.g.
GameObject go = new GameObject(); Debug.Log (go == null); // false
Object obj = new Object(); Debug.Log (obj == null); // true
using UnityEngine;
public class Example : MonoBehaviour { void Start() { GameObject go = new GameObject(); Debug.Log(go == null); // false
Object obj = new Object(); Debug.Log(obj == null); // true } }
Instatiating a GameObject adds it to the scene so it's completely initialized (!destroyed). Instantiating a simple UnityEngine.Object has no such semantics, so the it stays in the 'destroyed' state which compares true
to null
.