void Start() { interactionManager = FPEInteractionManagerScript.Instance; myDebugText = gameObject.GetComponentInChildren <Text>(); if (!myDebugText) { Debug.Log("FirstPersonInteractableDebugger cannot find myDebugText child object!"); } }
public virtual void Start() { interactionManager = FPEInteractionManagerScript.Instance; if (!interactionManager) { Debug.LogError("FPEInteractableBaseScript:: Cannot find FPE Interaction Manager! Is there an FPECore prefab in your scene?"); #if UNITY_EDITOR // Without this, it is possible that a complex scene that is missing an FPECore can print a lot of errors to the console on loop, making it hard to read the console and debug. UnityEditor.EditorApplication.isPlaying = false; #endif } }