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Question by bagrigsb · Dec 01, 2021 at 08:41 AM · animationinstantiateprefab

Can you animate instantiated prefabs?

I want to build an "army" of characters using an animated prefab. I get the "army" okay, but only the original prefab actually moves. Is there a secret to getting all of them to move at once?

 // This is the army instantiation script.
 
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ArmyController : MonoBehaviour
 {
     public GameObject MazeLowMan;
     public Animator SpeedStateController;
     public int numberArmy = 20;
     private Vector3[] armyLoc;
     private int xpos, zpos;
     float time = 50, current;
     void Start()
     {
         armyLoc = new Vector3[1 * numberArmy];
         for (int i = 0; i < 1 * numberArmy; i += 1)
         {
             xpos = 480 + 2*i;
             zpos = 480 + 2*i;
             armyLoc[i] = new Vector3(xpos, 0.0f, zpos);
             Vector3 location = new Vector3(xpos, 0.0f, zpos);
             Instantiate(MazeLowMan, location, Quaternion.identity);
             //print("army " + i + "   (" + armyLoc[i].x + "," + armyyLoc[i].y + "," + armyLoc[i].z + ")");
         }
     }
 
     // Spawn a new soldier every minute
     private void FixedUpdate()
     {
         current += Time.deltaTime;
         if (current + Time.deltaTime >= time)
         {
             int spawnLoc = Random.Range(0, numberArmy - 1);
             Instantiate(MazeLowMan, armyLoc[spawnLoc], Quaternion.identity);
             print("army " + spawnLoc + "   (" + armyLoc[spawnLoc].x + "," + armyLoc[spawnLoc].y + "," + armyLoc[spawnLoc].z + ")");
             current = 0;
         }
     }
 }



 // This is the animation "run" speed controller
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SpeedSetter : MonoBehaviour
 {
     public Animator animator;
     public float acceleration = 1f;
 
     float m_TargetSpeed = 1f;
     float m_CurrentSpeed = 1f;
 
     static readonly int k_HashSpeed = Animator.StringToHash ("SpeedMultiplier");
 
     void Update()
     {
         m_CurrentSpeed = Mathf.MoveTowards (m_CurrentSpeed, m_TargetSpeed, acceleration * Time.deltaTime);
 
         animator.SetFloat (k_HashSpeed, m_CurrentSpeed);
     }
 }

// All 20 MazeLowMan GameObjects appear, but only the // MazeLowMan Prefab that is in the Hierarchy window runs forward.

I have a gif screen shot of the MazeLowMan prefab scripts being attached, but the website wouldn't upload it (too big probably).

Thanks in advance, Brent

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