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Question by t0ky1337 · Jan 04, 2013 at 11:53 PM · prefabstaticfollowtarget

Static target in the srcipt for my Prefab

I have an FPS Character Controller and an Enemy.When The FPScc enters in to the trigger it makes the Enemy prefab invite to the scene and this enemy has a follow script and a target "Transfrom" variable. The problem is if I delete the Enemy from the scene( because I want it to appear if I hit the trigger...) the Transform variable lose the my target and cant invite the prefab. Can I define my target manually in the script?

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Answer by t0ky1337 · Jan 05, 2013 at 03:22 PM

Okey you have exaggerated this a little bit :D. Btw I figured out the answer what I want:

  1. public var thePlayer : Transform;

  2. thePlayer = GameObject.Find( "First Person Controller" ).transform;

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Answer by Davidovich · Jan 05, 2013 at 12:38 AM

Yes.

In the OnTriggerEnter function where you Instantiate the enemy prefab you just need to hand it the new target to follow.

EG. (in C#)

 public Object enemyPrefab;
 void OnTriggerEnter()
 {
     GameObject enemy = (GameObject) Instantiate(enemyPrefab, Vector3.zero, Vector3.zero);
     enemy.GetComponent("Follow").target = gameObject.transform;
 }

Warning Untested code that assumes things about your scripts. May not work at all.

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avatar image fafase · Jan 05, 2013 at 01:11 AM 0
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Couple of issues here, the third parameter of Instantiate takes a quaternion not a vector3. Also, you better go with:

  enemy.GetComponent<Follow>().target = transform;    

Second case is more about performance.

avatar image Davidovich · Jan 06, 2013 at 01:17 PM 0
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Thanks @fafase. Good to know.

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