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Question by $$anonymous$$ · Feb 02, 2019 at 05:29 PM · transformvelocityinstantiate prefab

want, new instantiated prefab to keep velocity of old, (now destroyed) instantiated prefab.

on start, prefabA is instantiated
it starts moving, its velocity increases from zero to 5
on press of a button, prefabA is destroyed and prefabB is instantiated at same location as prefabA.

while prefabB keeps position and rotation of prefabA, prefabB doesnot keep velocity of prefabA, instead prefabB starts moving from zero velocity.

what is script for keeping the same velocity in

               Instantiate(PrefabB, prefabA.transform.position, prefabA.transform.rotation);  

thank you.

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avatar image lorenzofman2 · Feb 02, 2019 at 06:05 PM 0
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When you say velocity you are talking about rigidbodies, right?

avatar image $$anonymous$$ lorenzofman2 · Feb 02, 2019 at 06:09 PM 0
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yes rigidbody.velocity

avatar image lorenzofman2 $$anonymous$$ · Feb 02, 2019 at 09:40 PM 0
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Then my answer should do it! Hope it helps...

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Answer by lorenzofman2 · Feb 02, 2019 at 06:12 PM

You should cache the velocity of the rigidbody before you destroy it and then set this velocity to the new rigidbody

 public class Replace : MonoBehaviour
 {
     public Rigidbody prefabA;
     public Rigidbody prefabB;
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             Vector3 oldObjectVelocity = prefabA.velocity;
             Rigidbody bInstance = Instantiate(prefabB, prefabA.transform.position, prefabA.transform.rotation);
             Destroy(prefabA.gameObject);
             bInstance.velocity = oldObjectVelocity;
         }
     }
 }

In my example I am using prefabA and prefabB as rigidbodies. If you don't want to treat them as rigidbodies, just cache their rigidbody in the start or inspector.

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