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Question by MajorBurn · Mar 29, 2017 at 04:59 PM · scripting problemscripting beginner

Animate instantiated object via C#

OK, new to this so patience please. So I'm creating a game where multiple enemies will be randomly generated, maybe even 100 per level or more (so searching for them by name is not that desirable a solution). The enemies are spawned based on a timer with a random number to offset it so it is not a steady stream. My problem is I want each of these enemies to be animated via C# script and I just can't seem to get it to work.

Basically I have one script which spawns the enemy with an instantiate command at a randomized location. I then want a separate script on the instantiated prefab object itself that tells it how to behave and move around. I can't seem to get the location of the object to move it around through. I've tried doing a GetComponent.Find to grab the object but its just not finding it. Any ideas on how I can get the transform location of a instantiated object and then manipulate it? Am I going about this all wrong? Here is a sample of roughly what I'm trying to do on the prefab script.

 void update()
 {
     GameObject EnemySpawn = GameObject.Find("SpawnedEnemy(Clone)");
     Vector3 EnemyPos = EnemySpawn.transform.position;
     if (EnemyPos.y > 15f)
     {
         EnemyPos.y = EnemyPos.y - 1f;
         EnemySpan.transform.position = EnemyPos;
     }


 }

For some reason, EnemyPos stays Null.

Jon

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Answer by MajorBurn · Mar 31, 2017 at 03:40 PM

Figured it out. For posterity, here is the code.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MurderCube : MonoBehaviour {

 Rigidbody EnemySpawn;
 public Vector3 EnemyPos;
 

 void Start()
 {
     EnemySpawn = transform.GetComponent<Rigidbody>();
 }

 void Update()
 {
     EnemyPos = EnemySpawn.transform.position;

     if (EnemyPos.y > 10)
     {
         EnemyPos.y = EnemyPos.y - 0.2f;
         EnemySpawn.transform.position = EnemyPos;
     }
     EnemySpawn.transform.Rotate(Vector3.up * Time.deltaTime*50);

 }

}

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Answer by MajorBurn · Mar 31, 2017 at 03:40 PM

Figured it out. For posterity, here is the code.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MurderCube : MonoBehaviour {

 Rigidbody EnemySpawn;
 public Vector3 EnemyPos;
 

 void Start()
 {
     EnemySpawn = transform.GetComponent<Rigidbody>();
 }

 void Update()
 {
     EnemyPos = EnemySpawn.transform.position;

     if (EnemyPos.y > 10)
     {
         EnemyPos.y = EnemyPos.y - 0.2f;
         EnemySpawn.transform.position = EnemyPos;
     }
     EnemySpawn.transform.Rotate(Vector3.up * Time.deltaTime*50);

 }

}

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