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Question by Bobyrman123 · Jul 06, 2018 at 06:23 PM · c#instantiategetcomponent

Getting instantiated clone's coordinates from the same script

In my program, I'm supposed to create an instantiated particle-system, and then translate it to the location of a certain clone. However, I have found no good way of doing this; the idea I had was called "obsolete" by Visual Studio, and I don't know how (Or if) I can use GetComponent <>() in this situation either.

Here's the code I have now:

(To instantiate the Clone)

     Rigidbody rb;
     rb = Instantiate(fallingObject,position,rotation);
     rb.name = "Clone";  

(To move the particle-system to it's location)

  private void OnCollisionEnter(Collision collision)
     {
         if (collision.gameObject.name =="FallingObjects")
         {
             Destroy(this.gameObject);
         }
         if(collision.gameObject.name == "Ground"||collision.gameObject.name == "Player")
         {
 
             Rigidbody rb = gameObject.rigidbody;
             Destroy(Instantiate(particles, rb.position, rb.rotation));
             Destroy(this.gameObject);
         }
     }

Again, my main issue is with the "Rigidbody rb = gameObject.rigidbody;" line of code; it says that it's obsolete and that there's a better answer than just that, however I need to get an instantiated clone, so GetComponent<>(); wouldn't be able to pick up the precise clone that I need to do that to.

Thanks a million for your help

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avatar image MacDx · Jul 06, 2018 at 06:42 PM 0
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Yes, trying to use the rigidbody property of a gameObject is obsolete. What you should be doing is using

 GetComponent<Rigidbody>();

Like you said. Also you should do that on the Start method and save that to a Rigidbody field ("cache it") so you don't have do keep calling GetComponent every time, you use the saved reference instead.


Also, just a quick question. What's up with this line?

 Destroy(Instantiate(particles, rb.position, rb.rotation));

Why create something (Instantiate) and then destroy it in the exact same instant (Well maybe not the exact same instant since destroy takes at least one frame I think, but you get what I mean :P)?

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Answer by felipin · Jul 06, 2018 at 06:55 PM

 Destroy(Instantiate(particles, transform.position, transform.rotation));
 Destroy(this.gameObject);

The unique component (I guess) that you can access as a MonoBehaviour property is transform, otherwise every property that should access a component is obsolete. If you want to access a specific compoent use GetComponent.

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