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Question by Torhque · Mar 09, 2018 at 04:20 AM · scripting probleminstantiateinstantiate prefabinstantiationassign-variable

Assign variables on Instantiation?

Goal: I need my bullet prefab to ignore collision with its shooter's shield. Note: I cannot ignore all shields. My Player prefab provides each player with a shield:

 // SHOOTER SCRIPT
 Start() {
     shooterShield = GetComponentInChildren<Shield>(); // Find the shooter's shield. Check!
 }

 Shoot() {
     obj_theBullet = (GameObject)Instantiate (bulletPrefab, ...);
     
     // Get access to [obj_theBullet]'s Bullet component
     bullet = obj_theBullet.GetComponent<Bullet>();
     bullet.shield = shooterShield; // [Bullet]'s shield var is set to [Shield]'s shooterShield
     bullet.shooterTf = this.transform; // Using this for comparison later
 }

Then my Bullet script does:

 public Shield shield; // Shield is assigned just fine from earlier
 public Transform shooterTf; // shooterTf is assigned from earlier as well
 void Start () {
     // Ignore collision between the [Shield] and [this] bullet
     Physics.IgnoreCollision( shield.GetComponent<Collider>(), this.GetComponent<Collider>() );
 }

 void OnCollisionEnter(Collision hitInfo) {
     if (hitInfo.transform == shooterTf.transform)
         // Do nothing.   
 }

Results: Using Debug logs, all this works flawlessly for the Host. However, the Bullet script's shooterTf variable is null for the joining player. How do I fix this?

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