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Question by MikeErty · Apr 02, 2013 at 09:46 AM · turretaim

Turrets referencing same target, wont aim independently.

I have a turret prefab which i want to be able to instantiate. When I do instantiate it it turns to find the target within range and then fires as normal. If i instantiate a second prefab (the same one) then things go wrong. Both turrets do the same thing relative to each other. The newer turret aims right at the target but the old turret adjusts its aim so its copying the new one, resulting in a turret shooting at nothing. Essentially if i put a hundred of these in a straight line then they'd all be shooting in exactly the same direction (relative to each other) but only one would be shooting at the target.

I assume its something to do with the code im using to make them aim...

function CalculateAimPosition(targetPos : Vector3) { var aimPoint = Vector3(targetPos.x+ aimError, targetPos.y+ aimError, targetPos.z+ aimError);

     targetTransform.LookAt(aimPoint);
                     
     //desiredRotation = Quaternion.LookRotation(aimPoint);
     
     desiredRotation = targetTransform.rotation;
     

}

Im fairly new to scripting so let me know if I need to provide more info. Thanks for reading :)

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Answer by MikeErty · Apr 02, 2013 at 11:42 AM

Answered - my boss spotted the problem - it was something in the start function.

function Start () {

 targetTransform = this.transform.Find("Targetter").transform;

}

This was previously searching fro a gameobject rather than the transform of the gameobject. This code makes the above code work perfectly.

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