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Question by margxsi · Oct 10, 2017 at 01:38 PM · prefab-instancespawnpoints

Spawned prefabs not keeping their Look At funtion

Hi, I have a prefab with a basic "Look At" script attached (it´s orientation is directed towards the camera). When the prefab is instantiated I would like to keep that orientation. I guess I should either use some Quaternion rotation instead of the Transform or try to include the "look at" function in the "Spawn code"? I am new to scripting and grateful for any hints on this.

void SpawnVistors () { int spawnIndex = Random.Range (0, SpawnPoints.Length); Instantiate (Visitors, SpawnPoints[spawnIndex].position, SpawnPoints[spawnIndex].Rotation); }

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avatar image jchester07 · Oct 11, 2017 at 08:15 AM 0
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Provide details of your LookAt script. Do you want to keep the instantiated prefab to keep looking towards the camera?

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Answer by margxsi · Oct 11, 2017 at 10:54 AM

Yes, I want the instantiated prefabs to keep looking towards the camera (tagged as "player").

here is the LookAt script:

using UnityEngine; using System.Collections;

public class LookAtPlayer : MonoBehaviour

{ public Transform player; void Update() { if(player !=null) { transform.LookAt (player); } } }

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Answer by ASPePeX · Oct 11, 2017 at 12:01 PM

As far as the code you posted goes, the player variable will always be null since prefabs cannot hold a reference to the scene. You need to get the reference to the player at runtime. The quickest way to get a result is set the tag of you player to "Player" and then get the player reference with "GameObject.FindGameObjectWithTag("Player").transform;".

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avatar image margxsi · Oct 12, 2017 at 12:51 PM 0
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Thank you so much!

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