Unable to reference C# class within Javascript file in Unity

I am relatively new to Unity and I'm struggling to pinpoint the cause of this bug. It seems that I have a class of static constants in my project where I store various boolean checks. Additionally, I have implemented a smoothFollow Script in my project using JS.

The issue arises when I try to reference a check from my C# Constants class in the JS smooth follow file. Here's an example:

if(Constants.isWheelCameraActive){
    wantedHeight = 6.5;
} else {
    wantedHeight = target.position.y + 3 + height_offsetY;
}

However, I keep encountering syntax errors like unexpected tokens and missing elements.

Answer №1

When it comes to C# and JS, they can't communicate during compile time due to the use of different compilers for each language. However, you can still access C# by placing a C# script in the Stand Asset folder.

For more information, check out

Answer №2

Check out this C# implementation of smooth follow just for you :)

using UnityEngine;
using System.Collections;

public class CameraSmoothFollow : MonoBehaviour
{
    public bool enableRotation = false;

    // The target object we are following
    public Transform targetObject;
    // Distance in the x-z plane to the target
    public float distanceToTarget = 10.0f;
    // Desired height above the target
    public float desiredHeight = 5.0f;
    // Height Damping factor
    public float heightDampingFactor = 2.0f;
    public float rotationDampingFactor = 3.0f;
    float desiredRotationAngle;
    float desiredCameraHeight;
    float currentRotationAngle;
    float currentCameraHeight;
    Quaternion currentRotation;

    void LateUpdate ()
    {
        if (targetObject) {
            // Calculate current rotation angles and height
            desiredRotationAngle = targetObject.eulerAngles.y;
            desiredCameraHeight = targetObject.position.y + desiredHeight;
            currentRotationAngle = transform.eulerAngles.y;
            currentCameraHeight = transform.position.y;

            // Smoothly rotate around the y-axis
            currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, desiredRotationAngle, rotationDampingFactor * Time.deltaTime);
            // Smoothly adjust camera height
            currentCameraHeight = Mathf.Lerp (currentCameraHeight, desiredCameraHeight, heightDampingFactor * Time.deltaTime);
            
            // Convert angle into rotation
            currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

            // Set camera position relative to target on x-z plane
            transform.position = targetObject.position;
            transform.position -= currentRotation * Vector3.forward * distanceToTarget;

            // Set camera height
            transform.position = new Vector3 (transform.position.x, currentCameraHeight, transform.position.z);

            // Keep looking at the target depending on rotation setting
            if (enableRotation)
                transform.LookAt (targetObject);
        }
    }
}

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