• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by nopogo · Nov 12, 2014 at 01:07 PM · instantiatetransformpositionguitextureclone

Moving a transform behaves odd

Working on a 2D game.

So I have a Unit object prefab. The unit has a child object with a GUITexture (it's health bar)

I move the health bar guitexture if the unit moves like so:

 public void LateUpdate () {
         // if(!isSelected)
         //     return;
         _lbl.SetActive(isSelected);
         _pos = Camera.main.WorldToViewportPoint(transform.position);
         
         _pos.z = 0f;
         _pos.y = _pos.y+0.05f;
         _lbl.transform.position = _pos;
     }

The _lbl is the child object that contains the health bar.

When it was just a single object in the scene this worked perfectly. But whenever I instantiate a unit on runtime the health bar moves all jittery. Even if I drag a new object in the scene and save the scene the new object has the jitter. If i close unity and restart it and start the scene the new unit's health bar moves smooth again.

Since all units need to be dynamically instantiated this is a problem.

So to summarize:

Original object works like a charm, Object (clone) has weird jitter.

Any help with this conundrum would be greatly appreciated!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

26 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Dynamically Update Instantiated Objects Position 1 Answer

positioning gui! 2 Answers

Offset Position 1 Answer

How can I get the x position for the left(and right) of the screen? 2 Answers

problem with instance 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges