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Question by srivatsasjoshi · May 06, 2020 at 08:55 PM · prefabsprefab-instanceprefab changing at runtime

Newly spawned objects not behaving similar to the original ones.,Newly spawned objects don't behave like the original ones. What do I do?

I am very new to unity (3 days old). I was experimenting with the functions I know and created a basic scene with a player, some obstacles, and some coins. I made a prefab of the coin object and attached a script to it which makes it spin along the y-axis. I then coded it to destroy itself and create another instantiation of the prefab. However, the newly generated coins are not spinning like the original ones that I placed in the scene by the drag and drop method. What am I doing wrong?

the script attached to the prefab --->

using UnityEngine;

public class Coin : MonoBehaviour { public GameObject coin;

 void Update()
 {
     transform.Rotate(Vector3.up, 180 * Time.deltaTime, Space.World);
 }
 void OnTriggerEnter(Collider trigger)
 {
     if (trigger.tag == "Player")
     {
         Vector3 newPosition = new Vector3(Random.Range(-3,3), 0, Random.Range(-3,3));
         Instantiate(coin, newPosition, Quaternion.identity);
         Destroy(gameObject);
     }
 }

}

In the inspector, I've connected the public game object coin to the prefab itself. What should I do?

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avatar image unity_ek98vnTRplGj8Q · May 06, 2020 at 09:20 PM 0
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Looks ok to me... are the new coins moving at all or are they completely stationary? Can you check the newly created coins and confirm that this script is attached?

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