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Prefabs with scripts
Hey so I have this script attached to a game object / trigger that I need to duplicate a ton of times. What it does basically, is when my ("DrawingCircleCollider") goes through the trigger, the count goes up by 1 and the box collider on the trigger goes false. The problem is that when I duplicate this trigger multiple times as prefab, the rest of the triggers copy the original and every box collider goes false. Ultimately what I really need is to be able to pass through one trigger, the count goes up by 1 and box collider goes false. But then the duplicate remains unaffected by its previous one until it is also hit and so on and so on. Any help would be appreciated!
public GameObject drawingCircleCollider;
public Text percentageText;
public int count;
void Start()
{
SetCountText ();
}
void OnTriggerEnter (Collider percentCollider)
{
if (percentCollider.CompareTag ("DrawingCircleCollider"))
{
this.gameObject.GetComponent<BoxCollider> ().enabled = false;
count = count + 1;
SetCountText ();
}
}
public void SetCountText()
{
percentageText.text = "" + count.ToString () + "%";
}
Sounds like you're instantiating a copy of the pervious trigger and not a prefab of it. Can I see the instantiation code?
Through which script you are perfor$$anonymous$$g your duplication function, If DrawingCircleCollider is the gameObject responsible for duplication, then due to this script only one time your duplication occur, because of this this.gameObject.GetComponent ().enabled = false; you are disabling your collider.
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