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EdgeCollider2D.points returnes Values of wrong gameObject
Hello,
I want to modify points of an EdgeCollider2D via Script. I attached the script to a gameObject. Their is multiple clone of the gameobject Instantiated on runtime.
The function EdgeCollider.points returns always the values of the Original gameObject but i want it to return the value of the clone. When i try to return the position of the gameobjet it returns the position of the clone, which means i'm using the write gameObject.
I don't Understand why it returns points values of the original GameObject.
Please Help me
public class EntryEdgeCollider : MonoBehaviour {
private EdgeCollider2D EdgeCollider;
private Effector2D SurEff;
private Vector2 CenterEarth;
private Vector2 PosEntryFuel;
private Vector2 Temp;
void Start() // Initialise Edge Collider to no exceed Earth Limit.
{
CenterEarth = new Vector2(0, 0);
EdgeCollider = this.GetComponent<EdgeCollider2D>();
Vector2[] LesPoints = EdgeCollider.points;
PosEntryFuel = EdgeCollider.gameObject.transform.parent.localPosition;
UnityEngine.Debug.Log(EdgeCollider.transform.position);
Answer by Siliko · Oct 05, 2020 at 01:40 PM
Ok, i put the gameObject as a prefab and at list i get the position of the point relative to the GameObject, if i ad the position of the game object i can get the right values.
If someone know what happened i would appreciate to be explained it :)