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Question by Frostoise · Sep 24, 2018 at 05:13 AM · instantiatetransformprefabhealthbarworldtoscreenpoint

Instantiated prefab with ui child gameobject , works differently compared to on-scene prefab

Hey everyone. My purpose is to put healthbars on top of each enemy. So , i made these two scripts;

Script one:

 public class HealthBarScript : MonoBehaviour {
 
     //script on the enemy main gameobject, to get component from the correct enemy
 
     public GameObject newInstant;
 
     public HealthBarFollow hpFollow;
 
     void Awake () {
 
         hpFollow = GetComponentInChildren<HealthBarFollow>();
         hpFollow.target = transform.Find("HPbar");
         newInstant = transform.Find("HealthSlider").gameObject;
 
     }
 
 
 }

Script two:

 public class HealthBarFollow : MonoBehaviour {
 
     //script on the healthbar to follow its target
     public Vector3 movePos;
     public Transform target;
     public GameObject canvas;
 
     private void Start()
     {
         canvas = GameObject.FindGameObjectWithTag("Canvas");
         transform.SetParent(canvas.transform, false);
     }
 
     void Update () {
 
         movePos = Camera.main.WorldToScreenPoint(target.position);
         
         transform.position = movePos;
 
     }
 }

And these two scripts work great, if the enemy prefab is placed before the game starts. If the prefab is instantiated or simply dragged to the scene through the editor, the healthbar location gets skewed.

Here's what i mean:

alt text

alt text

I am truly lost on this one, i searched a lot for an answer but nothing worked. Thanks for your attention.

image1-copy.jpg (204.8 kB)
image2-copy.jpg (265.3 kB)
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