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Question by wacasce · May 06, 2020 at 09:01 AM · prefab2d gamemovetowards

Instantiated Prefab not moving along transform points

Hi guys. In my code below, i cant seem to get my Instantiated bolt(ball) to move along the transform corners. in the code it is supposed to move along all 4 corners and then move back to the first corner and on and on. If i place a bolt already in the scene it works correctly, it moves just like i want it to, but if i instantiate the bolt (as a prefab), it just stays still at the first corner(Index0.transform.position).any ideas?


[SerializeField] private Transform[] corners;

 [SerializeField]
 private float moveSpeed;

 private int cornerIndex;

 public GameObject bolt;
 // Start is called before the first frame update
 void Awake(){
   
 }
 void Start()
 {
     Instantiate(bolt,corners[cornerIndex].transform.position, Quaternion.identity);
     cornerIndex = 0;
     bolt.GetComponent<Rigidbody2D>();
     
     bolt.transform.position = corners[cornerIndex].transform.position;

 }

 // Update is called once per frame
 private void Update()
 {
     Move();
 }
 private void Move(){
     Debug.Log(""+cornerIndex);
     Debug.Log(""+corners.Length);
     if(cornerIndex <= (corners.Length - 1)){
     bolt.transform.position = Vector2.MoveTowards(bolt.transform.position,corners[cornerIndex].transform.position,
     moveSpeed * Time.deltaTime);
          
          if(bolt.transform.position == corners[cornerIndex].transform.position){
              cornerIndex += 1;
          }
          
     }
     if(cornerIndex == (corners.Length)){
       cornerIndex = 0;
     }
 }

}

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Answer by TechTayyab · May 06, 2020 at 09:16 AM

Instantiate returns a gameObject that is now instanciated. Use that gameObject then to do the work on it. Do:

GameObject boltInstance = Instantiate(bolt, corners[cornerIndex].transform.position,Quaternion.identity);

Then use this boltInstance to move it to corners. Hope this helps.

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avatar image wacasce · May 06, 2020 at 09:35 AM 0
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Yep. you nailed it, thanks for the solution, works perfectly. I was somehow lost on thinking instantiating it and using the name of the Instantiated GameObject was enough.

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