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Closex | The first Object. |
y | The Object to compare against the first. |
Compares if two objects refer to the same.
var target : Collider; function OnTriggerEnter (trigger : Collider) { if (trigger == target) print("We hit the target trigger"); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Collider target; void OnTriggerEnter(Collider trigger) { if (trigger == target) print("We hit the target trigger"); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Collider def OnTriggerEnter(trigger as Collider) as void: 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; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform target; void Update() { if (target == null) return; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Transform def Update() as void: if target == null: return
Be careful when comparing with null
.
GameObject go = new GameObject(); Debug.Log (go == null); // falseObject 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
.