• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Absinthe23 · Nov 23, 2015 at 10:04 AM · navmeshagentscriptingbasicsinstanceglobalshared

Seperate NavMeshAgent for each instance of a prefab?

Hello,

Post #1 so yes I'm a complete newb :)

I've just completed the Survival Shooter tutorial and was wondering about NavMesh and script instancing. I've tinkered with the tutorial scripts and introduced an alt-fire mode where I intended that the shot would do no damage but temporarily stop the hit object from moving.

In the script that I've named scPlayerShoot I set a bool value for the alt fire mode when the player uses it and in the Enemy Movement scripts I do this:

     void Update ()
     {
         if (!scPlayerShoot.bAltFire) {
             if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) {
                 nav.SetDestination (player.position);
             } else {
                 nav.enabled = false;
             }
         } else if(enemyHealth.currentHealth > 0){
             nav.Stop(); // stop the critter if alt-fire used
         }
     }

This works fine but (I assume) because the script is shared between the cloned Zombunnies, Zombears etc they all share the same NavAgent and when one stops they all stop.

So, my questions are these: 1) Is there any way to target the clone / instance carrying the script when used in a prefab? 2) Is this shared behaviour somehow unique to the Navmesh agent? (Since health for instance seems to be local to the instanced clone) 3) How to dynamically assign variables when spawning continuously as in the Survival game example or say, from an array?

Many thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to keep an Object looking in a direction when the Joystick Input is zero 1 Answer

Calling a function across all instances of an object 2 Answers

Instance child global position 1 Answer

Avoid Mesh Sharing 2 Answers

Quick question about global variables. Two ways. Are they different? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges