Quantcast
Channel: Questions in topic: "clone"
Viewing all articles
Browse latest Browse all 508

Instantiate Clones Itself - Rather than Prefab

$
0
0
I don't really understand what I'm doing wrong here - might just need a fresh pair of eyes to look for me. I'm building a 'wall building' system for my game - where you place a wall post down (post A), and if you place another wall post (post B) inline with each other - a load of other wall posts will be Instantiated between post A and post B. The problem I'm having is that my wall post is a prefab. When that post 'sees' another post, it will Instantiate that wall prefab. The problem is, is that it seems to clone itself, and not use a fresh prefab. I know this because all my variables within my scripts are the same (even though they are blank/default in my prefab). This script 'looks' on the left side of the wall - to see if a raycast as hit any other posts var cube : GameObject; var c : WallDefense; var wall : GameObject; for(var pLeft = 1; pLeft < leftPoints.Count; pLeft++){ cube = Instantiate(wall, transform.position, transform.rotation); cube.transform.position = leftPoints[pLeft].position; cube.transform.position.y = 0; cube.transform.name = "Defense_Wall"; c = cube.GetComponent(WallDefense); c.US = US; c.wall = wall; } 'Wall' is the prefab of my ... Wall. Although, when running the game - if I select the variable within the Inspector, it highlights itself in the scene, instead of the prefab in the prefab folder.

Viewing all articles
Browse latest Browse all 508

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>