• 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
Question by zak666 · Mar 14, 2017 at 02:46 PM · instantiatephotongetcomponent

Photon instantiate (Assign Instantiated . get component

Ok I know you can do this with normal Instantiate and .getcomponent I was wondering if their was a way to do this with photon?

(trying to assign Instantiated objects target to the Same target that is instantiating the Object.) So my bombers, attack the ship my Carriers are Targeting. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class CarrierBay : Photon.MonoBehaviour {
 
     public int FighterCapacity = 3;
     public int BomberCapacity = 2;
 
     public int CurrentFighters = 0;
     public int CurrentBomber = 0;
 
 
     public bool IsOurs;
     public bool SpawnFighters;
     public bool SpawnBombers;
 
     public CarrierAI CarrierScript;
     public BomberAI BomberAISctipt;
 
     public GameObject CarrierGameObject;
 
 
     //----------------------------------------------------------------------------------------------------------------
     void Start () {
         CarrierScript = CarrierGameObject.GetComponent<CarrierAI> ();
         SpawnFighters = true;
     }
     //----------------------------------------------------------------------------------------------------------------
 
 
     
     // Update is called once per frame
     void Update () {
 
         //----------------------------------------------------------------------------------------------------------------
         if (PhotonNetwork.isMasterClient == true) {
             //----------------------------------------------------------------------------------------------------------------
 
         if (CurrentFighters == FighterCapacity) {
             SpawnFighters = false;
         }
 
 
         if (CurrentBomber == BomberCapacity) {
             SpawnBombers = false;
         }
 
             if (SpawnFighters == true && IsOurs == true) {
                 CurrentFighters += 1;
                 PhotonView photonView = PhotonNetwork.Instantiate("T1Fighter",transform.position,transform.rotation,0);
                 BomberAISctipt = PhotonView.transform.gameObject.GetComponent<BomberAI> ();
                 BomberAISctipt.Target = Targeted;    
             }
 
 
             if (SpawnBombers == true && IsOurs == true && CarrierScript.distance < 12200) {
                 CurrentFighters += 1;
                 PhotonView photonView = PhotonNetwork.Instantiate("T1bomber",transform.position,transform.rotation,0);
                 BomberAISctipt = PhotonView.transform.gameObject.GetComponent<BomberAI> ();
                 BomberAISctipt.Target = Targeted;
             }
 
 
             if (SpawnFighters == true && IsOurs == false) {
                 CurrentFighters += 1;
                 PhotonView photonView = PhotonNetwork.Instantiate("T2Fighter",transform.position,transform.rotation,0);
                 BomberAISctipt = PhotonView.transform.gameObject.GetComponent<BomberAI> ();
                 BomberAISctipt.Target = Targeted;            
             }
 
 
             if (SpawnBombers == true && IsOurs == false && CarrierScript.distance < 12200) {
                 CurrentBomber += 1;
                 PhotonView photonView = PhotonNetwork.Instantiate("T2bomber",transform.position,transform.rotation,0);
                 BomberAISctipt = PhotonView.transform.gameObject.GetComponent<BomberAI> ();
                 BomberAISctipt.Target = Targeted;        
             }
     
         }
     }
 
 
     //----------------------------------------------------------------------------------------------------------------
 
 
 
 }
Comment
Westland

People who like this

1 Show 0
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

1 Reply

  • Sort: 
avatar image
Best Answer

Answer by zak666 · Mar 15, 2017 at 11:28 AM

For anyone wondering Figured it out XD

         if (SpawnBombers == true && IsOurs == true && CarrierScript.distance < 12200) {
             CurrentFighters += 1;
             GameObject  Clone2;
             Clone2 = PhotonNetwork.Instantiate("T1bomber",transform.position,transform.rotation,0);
             BomberAISctipt = Clone2.GetComponent<BomberAI> ();
             BomberAISctipt.Target = CarrierScript.Target;
         }            
Comment
Westland

People who like this

1 Show 0 · Share
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

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

81 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

photon instantiate at object transform? 0 Answers

How do I instantiate multiple game objects using Photon unity network? 0 Answers

PhotonNetwork.Instantiate is not "buffered" 0 Answers

[SerializeField] for self components instead of GetComponent<>? 1 Answer

Get components of multiple instantiated objects? 2 Answers


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