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Pausing animation/movement of a Clone (instantiated enemy)

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I'm trying to implement a simple pause button and have been able to pause all animations and motions of my various characters in the game except the clones. I instantiate enemies a few seconds after loading level and they produce clones with names like "Orc_Mage(Clone)", etc. I define the transform ... private var orc_pikeman_Clone : Transform; To find the game objects to "pause" I do this: orc_pikeman_Clone = GameObject.Find("orc_pikeman(Clone)").transform; Then I try to pause it's animations with this: orc_pikeman_Clone.SendMessage("buttonPauseHandler", 0); the enemy doesn't pause. I should add what buttonPauseHandler does ... function buttonPauseHandler() { Debug.Log( "buttonPauseHandler - EnemyOcrPikeman"); animation.enabled=false; movementBeforePause.x = movement.x; movementBeforePause.y = movement.y; movementBeforePause.z = movement.z; movement.x = 0.0f; movement.y = 0.0f; movement.z = 0.0f; } Do you have to do something special to pause the animation of a instantiated clone? Thanks!

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