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Question by CenkTuna · Aug 30, 2020 at 11:29 PM · instantiateinstantiate prefab

Changing Prefab's child position after Instantiate

Hello Guys, I am making Spinning Endless Runner game. I have watermelons to slice. Here is a video: https://streamable.com/jwfrmw

I can slice watermelons until 8th second. my second instantiated prefab is coming after that. My first and second prefab's children have exact same position. I need watermelon's position to slice. However, my slicing always happening at 1st prefab's position.

here is my prefab. alt text

  private void spawnTile(int prefabIndex = -1)
     {
         GameObject go;
         go = Instantiate(tilePrefabs[0]) as GameObject;
         
         go.transform.SetParent(transform);
         go.transform.position = Vector3.forward * spawnZ;
         spawnZ += tileLength;
         
     }

I tried localPosition instead of go.transform.position it didnt work.

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Answer by CenkTuna · Sep 02, 2020 at 12:43 AM

Hi guys.

localPosition is a common answer but it isn't for me. make sure that your gameobject's transform.position right. I used Debug.Log and i understand that my transform.position is not right. https://prnt.sc/u9y24z That update fixed my problem.

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avatar image CenkTuna · Sep 02, 2020 at 12:47 AM 0
Share
 SlicedHull kesilenNesne = Kes(nesne.GetComponent<Collider>().gameObject, mat);
                     GameObject kesilmisUst = kesilenNesne.CreateUpperHull(nesne.gameObject, mat);
                     kesilmisUst.transform.position = nesne.gameObject.transform.position;
                     GameObject kesilmisAlt = kesilenNesne.CreateLowerHull(nesne.gameObject, mat);
                     kesilmisAlt.transform.position = nesne.gameObject.transform.position;

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