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Should I destroy and create objects from prefabs to create a "copying" gameplay mechanic?
I am making a game that uses enemy copying, like the Kirby franchise. There are notable differences, of course. My plan for now, is that when the "normal" main character object collides with an enemy object during a special attack, the player object is destroyed, and is replaced with a prefab that corresponds to the enemy it hit, the difference being that this new object has a control script rather than an Enemy AI. For example, if one hits a frog enemy, the normal character object will be destroyed, and is replaced with a frog character object that has its own control script, and as a result, the player will see that they collided with the frog enemy, and "copied" its characteristics, including its unique abilities. To "drop" an ability, or to force the player to drop an ability after getting hit, the currently controlled object will be destroyed and replaced by the normal character object, and the old control scheme is restored. Should I be destroying and creating, or is there a better way?
It depends on a lot of things but another option for you would be to have your player character have all these character model(mesh) objects from the start. You would then enable and disable the renderers on these mesh objects according to the players current status. If the player gains abilities from these then you can have you main player script switch which control/action routines it uses.
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