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Spawning + Following Player Script + Inspector
My scripts were working until I had to make prefabs for my spawn manager. Enemy objects follow the player and when they touch, the player dies. I made it so the enemy object spawns randomly in a certain playable area. Now whenever they spawn, they go directly into the player's original spawn point. Now I know it's because that's what the prefab is set at, however I cannot put the player object from the hierarchy to the empty slot in inspector. I played around with it a lot and I hit several dead ends. I'm sure it's not the script that makes the object follow the player as it works when I take it out of the spawn manager. I also do not think that it is an issue with the spawnmanager script however regardless I'll include just in case. There's definitely some disconnect I am having in inspector I figure, I just have no idea what
public class SpawnManager : MonoBehaviour
{
public GameObject Evil;
public GameObject Good;
private float spawnRangeX = 25;
private float spawnPosZ = 25;
private float startDelay = 2;
private float spawnInterval = 5f;
// Start is called before the first frame update
void Start()
{
Invoke("SpawnPlayer",0);
InvokeRepeating("SpawnRandom", startDelay, spawnInterval);
}
// Update is called once per frame
void SpawnRandom()
{
Vector3 spawnPos = new Vector3(Random.Range(-spawnRangeX, spawnRangeX), 1, Random.Range(-spawnPosZ, spawnPosZ));
Instantiate(Evil, spawnPos, Evil.transform.rotation);
}
//Spawns enemy in random spots
void SpawnPlayer()
{
Vector3 spawnPos = new Vector3(1, 1, 1);
Instantiate(Good, spawnPos, Good.transform.rotation);
}
//spawns the player
are Good and Evil also classes? And can you also show your inspector?
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