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Question by iasonanastasiossofos · Apr 22, 2020 at 04:41 PM · prefabs

Problems with prefabbing my enemy

Hi, I’m making a 2D platform we using c# and I have created an enemy that has two scripts. One for general movement and another which is a script for a collider that sees wether the player is in the enemy’s line of sight (in order for the player to attack). Everything worked great until I turned my enemy into a prefab and placed two in my game. As a result, entering the collider of one will trigger the collider of the other., even though I have used if statements for tags when colliding. Is there a certain way I should prefab an enemy in order to get them to act as individuals.

Thanks.

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Answer by logicandchaos · Apr 22, 2020 at 04:57 PM

It's not an issue with prefabing it's with your code, if you have any drag and drop references from the scene they won't work. Tags are usually used for a group of objects as well, so that might be what is causing your issue.. I can't really say anything for sure without seeing your code.

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avatar image iasonanastasiossofos · Apr 22, 2020 at 05:05 PM 0
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How do I access a game object in my code without dragging and dropping it into a public game object variable. I just thought this was an easy was to get the game object in order to get its position. $$anonymous$$y code is very complicated and confusing as I am a beginner so that would probably reveal further issues. @logicandchaos

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Answer by iasonanastasiossofos · Apr 22, 2020 at 06:25 PM

@logicanschaos I figured out how to access a game object (the player and it’s position) through my code, avoiding having to drag and drop reference it. However I still have the the problem of that when I enter the collider of one enemy prefab, it’s activated the collider of the other enemy prefab.

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