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Question by JamesBrodski · Jul 22, 2016 at 08:17 AM · unity 5instantiateobjectbulletturret

Everytime I Instantiate, object becomes smaller.

alt textI am making a 2D game where I want a turret to face the player and shoot at it. The turret rotates toward the player perfectly but now there's a problem. When I instantiate a bullet (every second) the bullet scale gets smaller and smaller every time it get instantiated. I don't want it to get smaller.

BulletObject = Instantiate (BulletObject, TurretPosition, Quaternion.identity) as GameObject; BulletObject.transform.parent = TurretObject.transform;

screen-shot-2016-07-21-at-25815-pm.png (144.9 kB)
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Answer by Arkaid · Jul 22, 2016 at 08:37 AM

Bluntly said, Instantiate makes a copy of an object. Now what you're doing here is basically making a copy of a copy of a copy.... since you use the last copied instance as the source for the new one.

Now theoretically this shouldn't make your objects smaller, but maybe it is due to rounding errors in the scale values (sometimes Unity does that...)

What you want to do is always copy an original object that you don't use in your game (you only use the copies)

Something like:

 newBulletObject = Instantiate (BulletObject, TurretPosition, Quaternion.identity) as GameObject; 
 newBulletObject.transform.SetParent(TurretObject.transform, false);

Where BulletObject is a reference you only use to make copies, but never actually use in game.

Also, use "SetParent" rather than setting the parent directly to minimize bugs. Also might wanna experiment switching that last "false" flag to "true", but in general, after an Instantiate, you want to leave it "false" to keep scale, rotations and translation values more or less the same as the original.

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Answer by ScaniX · Jul 22, 2016 at 08:43 AM

By looking a few lines above the code lines you posted, I can clearly not see that BulletObject is a member of your class.

But if it is, it will be replaced by the new instance. The scaling might happen explicitly somewhere else or by setting the parent. Unity will add some local scale to compensate the scale from the parent transform here.

I think it would be better to do something like this:

 public GameObject bulletPrefab; // public if assigned through inspector, private otherwise
 private GameObject bulletObject; // storing the new instance (if you need the instance at all, otherwise just use a local var)

 private void TheMethodWhereYouGotThoseLinesFrom() {
     bulletObject = Instantiate (bulletPrefab, TurretPosition, Quaternion.identity) as GameObject; 
     bulletObject.transform.parent = TurretObject.transform;
 }
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