- Home /
Make instantiated objects do different things.
Hello, I'm making a traffic game, in which when I click the traffic light, the cars will stop, click again and the cars will go again, if any of them hit each other, game over. So far I have had these problems:
+ The cars are spawned from 1 prefab, so if 1 car stops, all stop. And I dont want that.
+ I set up a stop point for them, the purpose of the stoppoint is when a car stop, the stoppoint will move back, act as a stoppoint for the next car, when the light turns green, the stoppoint returns to its original position. I'm having a hard time coding that.
+ I use SmoothDamp and RigidbodyConstraints to make the cars stop, but still i cannot make them look natural. Also, when the stopped cars go again, the new spawned cars usually hit them before them can gain enough speed, I use AddForce to give them speed.
Please help me, this is my first game, and I've been coding it for weeks. Thank you.
Answer by tormentoarmagedoom · Apr 12, 2018 at 11:36 AM
Good day.
I see you are little lost.. ;D
First, if you instantiate a object from a prefab, this new object, is a completly diferent object from anotherone instantiated int he same way. The prefab is just a "pattern".
If you want to make changes to the car, you must change the GameObject in the scene, not the prefab. I don't understand why you say this " + The cars are spawned from 1 prefab, so if 1 car stops, all stop. And I dont want that."
Then, if you are making a traffic game, maybe you shoiuld learn to use NavMeshSystem, wich does not have Physics interacting in the movement, so is very very much easy! (no adforces, not Rigidbodyes...)
Bye!
Your answer
![](https://koobas.hobune.stream/wayback/20220612155327im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Velocity and AddForce Problems 0 Answers
Rigidbody.AddForce not working 1 Answer
How to control easing in Mathf.smoothDamp? 1 Answer
one gameobject instantiaton not 100 3 Answers
Instantiate a Gameobject and AddForce to it (Rigidbody2D) 1 Answer