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This question was closed May 08, 2017 at 12:56 AM by Chrury for the following reason:

The question is answered, right answer was accepted. I found a solution through testing.

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Question by Chrury · May 06, 2017 at 03:01 AM · c#instantiatetransform.position

Can't set transform.position AND constantforce.force?

I'm working on a physics based marble maze/puzzle game. When a "puzzle" is solved the "marble" gameobject falls out of the playing field and it triggers a trigger with the following OnTriggerExit:

 //Kill the current puzzle, load the next one, and reset the marble.
             gameManager.GetComponent<LevelsManager> ().DestroyPuzzle ();
             marble.GetComponent<ConstantForce> ().force = Vector3.zero;
             gameManager.GetComponent<LevelsManager> ().LoadPuzzle ();
             Destroy (marble);
             marble = Instantiate(Resources.Load ("Prefabs/Marble", typeof (GameObject))) as GameObject;
             // Rename the marble, move it to the StartMarker, and turn on its local gravity.
             marble.name = "Marble";
             string puzzleName = "Puzzle_" + gameManager.GetComponent<LevelsManager> ().StageCurrent.ToString ();
             GameObject puzzlez = GameObject.Find(puzzleName);
             float marbleScale = puzzlez.GetComponent<PuzzleProperties>().marbleScale;
             marble.transform.localScale = new Vector3 (marbleScale, marbleScale, marbleScale);
             marble.transform.position = GameObject.Find ("StartMarker").transform.position;
             marble.GetComponent<ConstantForce> ().force = marbleForce;

The trouble is marble.transform.position AND marble.GetComponent ().force don't both set. If I leave the code as you see it above; ConstantForce.force sets properly but the marble doesn't translate to the StartMarker position. If I add a superfluous marble = GameObject.FindGameObjectWithTag ("Player"); the position is set properly but the trigger gameobject that holds this script loses the marble reference and the ConstantForce.force doesn't trigger.

This is particularly weird as I also have a reset function that uses the same commands that works every time.

 public void ResetPuzzle ()
     {
         marble = GameObject.FindGameObjectWithTag ("Player");
         marble.GetComponent<ConstantForce> ().force = Vector3.zero;
         gameManager.GetComponent<LevelsManager> ().DestroyPuzzle ();
         gameManager.GetComponent<LevelsManager> ().LoadPuzzle ();
         marble.transform.position = GameObject.Find ("StartMarker").transform.position;
         marble.GetComponent<ConstantForce>().force = marbleForce;
     }

I honestly baffled. Any ideas? I might be able to call my reset function but that could get messy. :/

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Answer by Chrury · May 08, 2017 at 12:55 AM

I asked a friend and it turns out that the script was running too fast and/or the startmarker search was happening before or at the same time of the load. So it wasn't getting caught. Closing.

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