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This question was closed Oct 31, 2014 at 07:30 PM by robertbu for the following reason:

Duplicate Question

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0
Question by fireant911 · Oct 31, 2014 at 07:30 PM · instantiate-game-object

AddForce not working on Instantiated Object

I had an object that was in my hierarchy and when certain conditions were met, a force (AddForce) was applied. This worked very well until I made a prefab out of the original object… now, the object is instantiated and it just drops till it hits the floor and the AddForce does nothing. I searched and it appears that applying a force to an object that has been instantiated has been problematic yet nothing I have read or tried over the past six hours seems to make any difference.

The object I am attempting to AddForce to is ‘tire_wheel_prefab_2’. Again, before this became a prefab and was instantiated, it worked perfectly. On the ‘tire_wheel_prefab_2 there is a Rigidbody added, ‘Use Gravity’ is checked, and ‘Is Kinematic’ is unchecked. The settings are identical to the object I used before (when it worked) but AddForce is doing nothing. The ‘sphere’ and ‘heart_2’ commands immediately above the AddForce do exactly what they are supposed to so I know that the conditions are being met.

Can someone assist me in getting the AddForce to work properly?

Sincerely,

Daryl G

 using Phidgets;
 using Phidgets.Events;
 using UnityEngine;
 using System.Collections;
 
 public class PhidgetsController : MonoBehaviour
 {
     private InterfaceKit InterfaceKitController = new InterfaceKit();
     private int arbitraryCounter = 0;
     private int oldarbitraryCounter = 0;
     public new ParticleSystem particleSystem;
 
     public GameObject sphere;
     public GameObject heart_2;
     public Rigidbody tire_wheel_prefab_2;
     public GameObject TextHintGUI;
     TextHints bPScript;
     public bool playsound = false;
 
     void Start()
     {
         particleSystem.Stop();
         Instantiate (tire_wheel_prefab_2, new Vector3(5.6f, 6f, 6f), Quaternion.Euler(270, 0, 0));
     }
     
     //Sensor Change event handler...Display sensor index and new value to the console
     void InterfaceKit_SensorChange(object sender,SensorChangeEventArgs e)
     {
         arbitraryCounter = e.Value;
     }
     
     void FixedUpdate()
     {
         if (arbitraryCounter>oldarbitraryCounter) {
             particleSystem.Play();
             if (playsound==false) {
                 audio.Play();
                 playsound=true;
             }
 
             bPScript = TextHintGUI.GetComponent <TextHints>();
         //if high bp is NOT selected (i.e., normal bp)
         if (bPScript.whichBPOption == false) {
             sphere.transform.localScale += new Vector3(((arbitraryCounter-500)/50) * Time.deltaTime, ((arbitraryCounter-500)/50) * Time.deltaTime, ((arbitraryCounter-500)/50) * Time.deltaTime);
             heart_2.transform.Rotate(Vector3.right, 20 * Time.deltaTime); //this rotates heart when pumping
             tire_wheel_prefab_2.AddForce(-30,5,10);


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avatar image robertbu · Oct 31, 2014 at 07:32 PM 0
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A prefab is like a blueprint. It is used to construct real object. You are applying your force to the prefab, when what you want to do is apply force to the newly created object. Save the return value of the Instantiate in a class instance variable:

  tire = Instantiate (tire_wheel_prefab_2, new Vector3(5.6f, 6f, 6f), Quaternion.Euler(270, 0, 0)) as Rigidbody;

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