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Question by Sniart20 · May 11, 2017 at 02:10 PM · clones

How to make a prefab not run scripts but have its clones run them

I have a bullet prefab that i use to make all the bullets shot by enemy and i need it to not run its scripts so it doesn't delete its self when it hits a hit box on the map.

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avatar image NoseKills · May 11, 2017 at 04:13 PM 0
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We need a better description of the situation. Why is the object you are instantiating from in the scene so it can hit colliders? If you have a prefab in the project view, it can't hit anything. Wouldn't hurt to see some code too.

If that's really not an option, disable it's collider and enable it only for the instantiated bullets.

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Answer by Glurth · May 11, 2017 at 04:43 PM

You can store the Pre-fab object in the project folder, with the script disabled. Instantiate the prefab as normal, THEN if you want THAT instance to run your script, you can use GetComponent<yourscriptclass>.enabled = true;

He is a tutorial that looks like it covers this (haven't watched it myself): https://unity3d.com/learn/tutorials/topics/scripting/enabling-and-disabling-components

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Answer by LilGames · May 12, 2017 at 09:59 AM

Have you done the object spawning tutorial? There's no reason for your main prefab to be executing any script unless you put it in the scene somewhere and it is active.

You should instead instantiate from a REFERENCE to the prefab. For example, in your main game controller (or other script), add a reference to the bullet prefab through the inspector.

 public GameObject bulletPrefab;

Then instantiate like this:

 GameObject instance = Instantiate (bulletPrefab, position, Quaternion.identity) as GameObject;

(You'll have to pass in your own position Vector, etc, but that's the gist of it)

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