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Question by akrTik · Dec 22, 2015 at 09:42 PM · instantiate prefab

Multiple Instantiate : gravity does not apply to clones

Hi there !

I just have a strange behavior in my project. I just want to instantiate n times a prefab. (here no problem). But i have a different Behavior if i cast and store the result of Instantiate and if i don't.

Barrel is a class attached to my prefab and i want to be able to access to Barrel methods afterwards.

Let's see it :

 public Barrel[] obj; 
 obj[0] = (Barrel)Instantiate (barrel, inst,Quaternion.identity); 
 obj[1] = (Barrel)Instantiate (barrel, inst,> Quaternion.identity);

Differs from

 Instantiate (barrel, inst, Quaternion.identity);
 Instantiate (barrel, inst, Quaternion.identity);

In fact, in the first case my second (and next) created object does not have any gravity and NavMesh aren't working on them.

If i use the second syntax (without cast) it's working well.

Do you have an idea why it's acting like this ? Thanks for your help !

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Answer by Zoelovezle · Dec 22, 2015 at 11:22 PM

You need to instantiate it as Rigidbody.

 //Rigidbody allows gameObject to react with the Unity Physics Engine
 Rigidbody myPrefab ;
 
 var myPrefabClone = Instantiate(myPrefab , transform.position , transform.rotation) as Rigidbody ;
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Answer by akrTik · Dec 23, 2015 at 12:37 PM

Hmm, the RigidBody isn't intantiated if i instantiate it as a GameObject ?

And afterwards how do i use the methods of my class ? Doing a GetCOmponent on my RigidBody.parent ?

Edit : Just tried your solution, the behavior is exactly the same with a RIgidBody.

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