// Update is called once per frame. void Update() { camrig.transform.position = gameObject.transform.position - new Vector3(0, 0, 0); gameObject.transform.rotation = cam.transform.rotation; /*Fires a raycast infrount of the player -Tom * Detects keys and pillars*/ if (Input.GetButtonDown("Fire1")) { float Distance = 2.5f; Ray ray = new Ray(look.position, look.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, Distance)) { //Debug.Log(hit.transform.gameObject); //Sets a key bool to true while showing a key in the players hand -Tom if (hit.transform.gameObject.name == "keey") { Destroy(hit.transform.gameObject); key.SetActive(true); haskey = true; } //if play has the key, opens the doors 'Pillar.cs' -Tom if (hit.transform.gameObject.name == "Pillar") { if (haskey == true) { pills = hit.transform.gameObject.GetComponent <Pillar>(); key.SetActive(false); haskey = false; pills.Activekey(); } else { } } } } }