Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by rimawi · Dec 03, 2012 at 03:56 AM · arraywaypoints

assign waypoints on a prefab

Hi,

I am working on a very simple AI just want the enemy to follow a set of way points.

Ie WaypointA,WaypointB,WaypointC

so I created a prefab and want to assigned all the waypoins to it .

If I take a copy of the prefab to the stage and assign the waypoints in the inspector it works.

but the new spawn copys or instants of the prefab that are being spawn are missing the waypoins... I did hit apply on the one I created on the stage.

Here's part of the script:

//array

 var waypoint:Transform[];
 private var currentWaypoint:int;
 var distance;
 
 function patrol () {
 if( currentWaypoint< waypoint.length){
 
 var targetwaypoint=waypoint[currentWaypoint];
 //var moveDirection:Vector3=target-transform.position;
     MoveTowards(targetwaypoint.position);
     //animation.CrossFade("walk");
     moveSpeed = 5.0;
 }
 else{
 currentWaypoint=0;
 }
 
 }

Thank you

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by BilboStabbins · Dec 04, 2012 at 10:39 PM

2 methods that I know of;

  1. One way to do this would be to have a script on the prefab that holds a global array/List of the Waypoints which you would have to drag into the slots in the Inspector. When you hit apply, this will remain part of the prefab together with the local positions of the waypoints.

  2. An alternative might be to have an empty object inside the prefab that contains all of the waypoints and have a script search for and copy into an array/List the waypoints upon instantiation of the prefab (Awake method). The waypoints could be search for via their tag, so they could have a 'waypoint' tag, for example.

Hope that helps :)

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rimawi · Dec 05, 2012 at 11:59 AM 0
Share

Thank you for answering.. the first approach did not work--That's the one i was having issue with..even though i hit apply several times.

I was able to solve it by this code(just in case anyone ever needs the solution):

var waypoint:Transform[];

function Start(){

waypoint=new Transform[7]; for(var i=0;i<7;i++){ waypoint[0]=GameObject.Find("waypoint1").transform; waypoint[1]=GameObject.Find("waypoint2").transform; waypoint[2]=GameObject.Find("waypoint3").transform; waypoint[3]=GameObject.Find("waypoint4").transform; waypoint[4]=GameObject.Find("waypoint5").transform; waypoint[5]=GameObject.Find("waypoint6").transform; waypoint[6]=GameObject.Find("waypoint7").transform;

}

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

array using getcomponents (c#) 3 Answers

Make object move backwards/reverse on array of waypoints 0 Answers

How to move along a group of waypoints at a certain speed? 2 Answers

Waypoints and out of range problem.[Solved] 1 Answer

IndexOutOfRangeException: Array index is out of range. 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges