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Question by kasquer · Sep 25, 2016 at 09:52 AM · javascriptcollisioninstantiateprefabsjava

Why all instantiated objects get triggered when 1 is?

Hello, I have ran into another problem while working on a game. I made it so a ship fires homing shots that when in range move towards the target but for some reason, all projectiles get triggered if 1 gets triggered. Is this a prefab issue? Please help idk why it's happening...

Script on object shooting:

 #pragma strict
 public var ECSPlayer : GameObject;
 public var SpawnLocation : Transform;
 
 public var Delay : float;
 
 private var Wait : int;
 private var Ready : float;
 
 function Start () {
     Wait = PlayerPrefs.GetInt("ECS.Reload");
     Ready = Delay;
 }
 
 function Update () {
     if(Input.GetMouseButton(0) && Ready <= 0) {
         Ready = Wait;
         Instantiate(ECSPlayer, SpawnLocation.position, SpawnLocation.rotation);
     }
     
     if(Input.GetMouseButton(0)) {
         Ready -= Time.deltaTime*5;
     }
 }

Script for projectile:

 #pragma strict
 private var HS : ECSH;
 public var HTarget : Transform;
 public var Speed : int;
 public var Lifetime : int;
 public var Homing : int;
 private var TargetFound : boolean;
 
 function Start () {
     HS = gameObject.GetComponentInChildren(ECSH);
     HS.HR = Homing;
     TargetFound = false;
     DestroySelf();
 }
 
 function Update () {
     TargetFound = HS.EF;
     
     HTarget = HS.EnemyLocation;
     
     if (!TargetFound) {
         transform.Translate(Vector3.forward * (Time.deltaTime*Speed));
     }
     if (TargetFound) {
         transform.position = Vector3.MoveTowards(transform.position, HTarget.position, Time.deltaTime*Speed);
     }
 }
 
 function DestroySelf () {
     yield WaitForSeconds(Lifetime);
     GetComponent(SphereCollider).enabled = false;
     yield WaitForSeconds(0.05);
     Destroy(gameObject);
 } 

Script on child of projectile (Collider for homing):

 #pragma strict
 static var HR : int; //Homing Range
 static var EF : boolean; //Enemy Found
 public var EnemyLocation : Transform;
 
 function Start () {
     EF = false;
     GetComponent.< SphereCollider >().radius = HR;
     EnemyLocation = GetComponent(Transform);
 }
 
 function Update () {
 }
 
 function OnTriggerEnter (collider:Collider) {
     if (collider.tag == "Enemy") {
         EF = true; 
         GetComponent(SphereCollider).enabled = false;  
         EnemyLocation = collider.gameObject.GetComponent(Transform);
     }
 }


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avatar image kidmosey · Sep 25, 2016 at 01:47 PM 0
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I notice that your HS/EF variables are static, so maybe they are shared among all instances of the projectile colliders.

avatar image kasquer kidmosey · Sep 25, 2016 at 02:42 PM 0
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I thought static was to make variables sharable but not visible in the inspector. In any case, I tried to change them but nothing changed.

Also it's something with $$anonymous$$esh Collider because I added sphere collider and it works fine

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