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Question by xxmenthol · Dec 30, 2022 at 04:57 AM · androidunity 2dplatformerendless runnercolission

Problems with Clone gameObject in Unity 2D

Im trying to make collision work for the GameObject Clone, but is not working

Im trying to make collision work for the GameObject Clone, but is not working

The newWaterBottle i wanted to collide with player same as the original WaterBottlePrefab, but is not working, newWaterBottle is spawning perfect but collision not work

Game Files

Here is the Code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 using TMPro;
 
 public class GameManager : MonoBehaviour
 {
 public Image healthBar;
 public float healthAmount = 100f;
 // get WaterBottle game Tag
 public GameObject waterBottlePrefab;
 // get player game Tag
 public GameObject player;
 
 public GameObject scoreText;
 
 
 int score = 0;
 
 TextMeshProUGUI scoreText_test;
 // Start is called before the first frame update
 void Start()
 {
     scoreText_test=scoreText.GetComponent<TextMeshProUGUI>();
     StartCoroutine(SpawnWaterBottles());    
 }
 
 // Update is called once per frame
 void Update()
 {
     
 
     if (healthAmount <= 0){
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 
     // if player detect collision with waterBottle display in console "You drink water"
     if (player.GetComponent<Collider2D>().IsTouc$$anonymous$$ng(waterBottlePrefab.GetComponent<Collider2D>()))
     {
         score += 1;
         Debug.Log("You drink water");
         Heal();
 
         // set active false the waterBottle
         waterBottlePrefab.SetActive(false);
     }
     else
     {
         // From the begin of the game, the player will be take automatically 1 damage per second
         TakeDamge(5f * Time.deltaTime);
     }
 
     scoreText_test.SetText(score.ToString());
 }
 
 IEnumerator SpawnWaterBottles()
 {
     w$$anonymous$$le (true)
     {
         // Wait for a random interval of time between 10 and 20 seconds
         yield return new WaitForSeconds(Random.Range(5, 15));
 
         // Spawn a new water bottle at a random distance between 30 and 40 meters in front of the player
         Vector3 spawnPos = player.transform.position + (player.transform.forward * Random.Range(30f, 40f) + new Vector3(40f, 2f, 0));
         GameObject newWaterBottle = Instantiate(waterBottlePrefab, spawnPos, Quaternion.identity);
         newWaterBottle.SetActive(true);
 
     scoreText_test.SetText(score.ToString());
 
     // Player colision with newWaterBottle
     if (player.GetComponent<Collider2D>().IsTouc$$anonymous$$ng(newWaterBottle.GetComponent<Collider2D>()))
     {
         score += 1;
         Debug.Log("You drink waterson");
         Heal();
 
         // set active false the waterBottle
         newWaterBottle.SetActive(false);
     }
     else
     {
         // From the begin of the game, the player will be take automatically 1 damage per second
         TakeDamge(5f * Time.deltaTime);
     }
 }
 }
 
 // Coroutine to spawn water bottles along the road at ground level
     // Method to heal the player
 void Heal()
 {
     // Increase the health amount by 10
     healthAmount += 100;
 
     // Clamp the health amount to 100
     healthAmount = Mathf.Clamp(healthAmount, 0, 100);
 
     // Update the health bar UI
     healthBar.fillAmount = healthAmount / 100f;
 }
 
 // Method to take damage from the player
 void TakeDamge(float amount)
 {
     // Decrease the health amount by the amount passed in
     healthAmount -= amount;
 
     // Clamp the health amount to 100
     healthAmount = Mathf.Clamp(healthAmount, 0, 100);
 
     // Update the health bar UI
     healthBar.fillAmount = healthAmount / 100f;
 }
 }


,Im trying to make collision work for the GameObject Clone, but is not working

The newWaterBottle i wanted to collide with player same as the original WaterBottlePrefab, but is not working, newWaterBottle is spawning perfect but collision not work

Game Files

Here is the Code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 using TMPro;
 
 public class GameManager : MonoBehaviour
 {
 public Image healthBar;
 public float healthAmount = 100f;
 // get WaterBottle game Tag
 public GameObject waterBottlePrefab;
 // get player game Tag
 public GameObject player;
 
 public GameObject scoreText;
 
 
 int score = 0;
 
 TextMeshProUGUI scoreText_test;
 // Start is called before the first frame update
 void Start()
 {
     scoreText_test=scoreText.GetComponent<TextMeshProUGUI>();
     StartCoroutine(SpawnWaterBottles());    
 }
 
 // Update is called once per frame
 void Update()
 {
     
 
     if (healthAmount <= 0){
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 
     // if player detect collision with waterBottle display in console "You drink water"
     if (player.GetComponent<Collider2D>().IsTouc$$anonymous$$ng(waterBottlePrefab.GetComponent<Collider2D>()))
     {
         score += 1;
         Debug.Log("You drink water");
         Heal();
 
         // set active false the waterBottle
         waterBottlePrefab.SetActive(false);
     }
     else
     {
         // From the begin of the game, the player will be take automatically 1 damage per second
         TakeDamge(5f * Time.deltaTime);
     }
 
     scoreText_test.SetText(score.ToString());
 }
 
 IEnumerator SpawnWaterBottles()
 {
     w$$anonymous$$le (true)
     {
         // Wait for a random interval of time between 10 and 20 seconds
         yield return new WaitForSeconds(Random.Range(5, 15));
 
         // Spawn a new water bottle at a random distance between 30 and 40 meters in front of the player
         Vector3 spawnPos = player.transform.position + (player.transform.forward * Random.Range(30f, 40f) + new Vector3(40f, 2f, 0));
         GameObject newWaterBottle = Instantiate(waterBottlePrefab, spawnPos, Quaternion.identity);
         newWaterBottle.SetActive(true);
 
     scoreText_test.SetText(score.ToString());
 
     // Player colision with newWaterBottle
     if (player.GetComponent<Collider2D>().IsTouc$$anonymous$$ng(newWaterBottle.GetComponent<Collider2D>()))
     {
         score += 1;
         Debug.Log("You drink waterson");
         Heal();
 
         // set active false the waterBottle
         newWaterBottle.SetActive(false);
     }
     else
     {
         // From the begin of the game, the player will be take automatically 1 damage per second
         TakeDamge(5f * Time.deltaTime);
     }
 }
 }
 
 // Coroutine to spawn water bottles along the road at ground level
     // Method to heal the player
 void Heal()
 {
     // Increase the health amount by 10
     healthAmount += 100;
 
     // Clamp the health amount to 100
     healthAmount = Mathf.Clamp(healthAmount, 0, 100);
 
     // Update the health bar UI
     healthBar.fillAmount = healthAmount / 100f;
 }
 
 // Method to take damage from the player
 void TakeDamge(float amount)
 {
     // Decrease the health amount by the amount passed in
     healthAmount -= amount;
 
     // Clamp the health amount to 100
     healthAmount = Mathf.Clamp(healthAmount, 0, 100);
 
     // Update the health bar UI
     healthBar.fillAmount = healthAmount / 100f;
 }
 }
 


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