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Question by jcroderman · Apr 03, 2018 at 02:39 PM · instantiateupdatefixedupdate

Instantiation Breaks Update Function

Whenever I call instantiate in my code, the FixedUpdate function stops running every frame. After doing some isolating, I managed to find out that the issue seems to be stemming from the use of transform.position in instantiate. I replaced transform.position to "new Vector3(0, 0, 0)" and the FixedUpdate function worked fine. Any ideas as to why this is?

 void FixedUpdate()
 {
     if (timeSinceLastCannonUp != 0)
         timeSinceLastCannonUp--;
     ShootCannonBall(true);
 }
 
 void ShootCannonBall(bool dirUp)
 {
     if (timeSinceLastCannonUp == 0)
     {
         GameObject ball = Instantiate(cannonball, transform.position, Quaternion.identity);
         (ball.GetComponent<Cannonball>() as Cannonball).SetParams(false, dirUp, rb2d.velocity.x);
         ball.transform.SetParent(LevelManager.instance.cannonballs);
 
         timeSinceLastCannonUp = 200;
     }
 }
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