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Question by F00bzor · Oct 03, 2012 at 05:34 PM · animationlightinstancecurves

Projectiles with animated light, are all animating in sync, how can i fix that ?

I made projectile that, when they hit a collider, spawn prefab.

That prefab contain a particle system, a light and a script i made, to animate the light.range.

Problem is every light that are spawned retain the light.range of the first spawned one.

Any way i could make it so that everytime the prefab spawned, the animation plays and kill the object ?

note: the curve variable is not set in script, i created it by hand in the inspector on the prefab.

     using UnityEngine;
     using System.Collections;
     
     public class DestroySelfOverTime : MonoBehaviour {
         public AnimationCurve curve;
         public float curveValue;
         public float duration;
         
         // Use this for initialization
         void Start () {
         }
         
         // Update is called once per frame
         void Update () {
         duration-=Time.deltaTime;
         curveValue = curve.Evaluate(Time.deltaTime);
         Debug.Log(curveValue);
         light.range = curveValue;    
     
         if(duration <=0){
                 
         KillMyself();    
             }
         }
         
         void KillMyself(){
             Debug.Log("BOOM");
             Destroy(gameObject);
         }    
     }
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Answer by AlucardJay · Oct 03, 2012 at 07:23 PM

Your problem is with :

 curveValue = curve.Evaluate(Time.deltaTime);

Change this to :

 curveValue = curve.Evaluate(duration);

You want to evaluate the duration, this is already modified over time to give a value between duration(2.0f) and zero. Time.deltaTime will always evaluate around the same point of the curve (approx 0.016 secs). This should be confirmed by the value returned by Debug.Log(curveValue);

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