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Question by NumernoUno · Jul 31, 2020 at 06:30 PM · script.not workingclone

Script not working on clones

This is my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 
 public class Scrolling : MonoBehaviour
 {
     // Start is called before the first frame update
     public GameObject bird;
     Jumping jumping_script;
     public Transform ground2;
     void Awake()
     {
         ground2 = GetComponent<Transform>();
         jumping_script = bird.GetComponent<Jumping>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (jumping_script.gameOver == false)
         {
             ground2.position += Vector3.left * 0.01f;
         }
         
     }
 }
 

and this is how I instantiate game object in other script Instantiate(obstacle, new Vector3(2.08f, -0.66f, 0.0f), Quaternion.identity);

My script is not working on clones, when gameOver == true obstacle should stop moving, but it does not. I see that script is attached to clones but is only working on original game object.

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Answer by zjjc123 · Jul 31, 2020 at 07:12 PM

I'm assuming you referenced the GameObject bird in the inspector? Make sure the prefabs that you are trying to instantiate also references the same bird object.

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avatar image NumernoUno · Jul 31, 2020 at 08:39 PM 0
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They reference the same bird object but still no result.

avatar image zjjc123 NumernoUno · Jul 31, 2020 at 08:51 PM 0
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are you getting any errors?

avatar image NumernoUno zjjc123 · Jul 31, 2020 at 08:54 PM 0
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No errors. This is my update function from other script

     void Update()
     {
         if(jumping_script.gameOver == true)
         {
             gameover.SetActive(true);
            
         }
         scoretext.text = score.ToString();
         scoretext.text = "SCORE " + score;
 
         if (spawn == true)
         {
             Instantiate(obstacle, new Vector3(2.08f, -0.66f, 0.0f), Quaternion.identity);
             spawn = false;
         }
 
     }
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