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scripts gets disabled when the prefab is instantiated

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I have two script named **inst** and **coll** and two gameObject , one is empty and the other is the instance of prefab named **Car** . **inst** script is attached to the empty gameObject and its function is to destroy the car gameObject when touched and instantiate the car gameObject to the touch position. **coll** script is attached to the car prefab , and its function is to detect collision. script is working absolutely fine but a problem occurs. Whenever the instance is created of the car gameObject ,when touched ; The **coll** script attached to it get disabled in the created instance(clone) of the car. I searched many sites , but was not able to clearly know the problem's solution.. Here is my Inst script code using UnityEngine; using System.Collections; public class inst : MonoBehaviour { Ray ray; RaycastHit hit; public GameObject gObj; public GameObject gNew; void Start () { gObj = GameObject.FindGameObjectWithTag("Player"); gNew = GameObject.FindGameObjectWithTag("Player"); } // Update is called once per frame void Update () { CreateInstance(); } void CreateInstance (){ if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began){ ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position); Debug.DrawRay(ray.origin, ray.direction * 20); //Debug.Log(Physics.Raycast(ray,out hit, Mathf.Infinity)); if (Physics.Raycast(ray,out hit, 20f)) { CreatePrefab(); } } } } } private void CreatePrefab() { gObj = gNew; if (gObj != null ){ Destroy(gObj); gNew = Instantiate(gNew,hit.point, transform.rotation) as GameObject ; } } }

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