- Home /
Question by
convictcartel · Jan 17, 2014 at 11:05 AM ·
instantiatespawnitemdrop
Item Drop Help
I made a script that should be spawning Item1 when the enemy has 0 HP, maybe im missing something because nothing happens when they die...
using UnityEngine;
using System.Collections;
public class ItemDrop : MonoBehaviour {
public Rigidbody Item1;
public Rigidbody Item2;
public Rigidbody Item3;
public Transform monster;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
AttackandHP ZS = (AttackandHP)monster.GetComponent ("AttackandHP");
if (ZS.curHealth == 0) {
Item1Spawn();
}
}
public void Item1Spawn() {
Rigidbody clone;
clone = Instantiate(Item1, monster.transform.position, monster.transform.rotation) as Rigidbody;
}
}
Comment
Chances are your curHealth is a float that has a very small chance of actually being equal to zero. Try :
if (ZS.curHealth <= 0) {
Best Answer
Answer by Benoit Dufresne · Jan 17, 2014 at 03:41 PM
Change
if (ZS.curHealth == 0) {
to
if (ZS.curHealth <= 0) {
See if that helps. Chances are your monster has taken damage higher than his remaining HP and gotten into negative.
Your answer
![](https://koobas.hobune.stream/wayback/20220613130700im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Spawn enemies so they aren't spawned on top of each other (C#) 1 Answer
Respawning Single Enemy at a Random Range 1 Answer
Instantiate a Prefab with click in a certain area 2 Answers
UNet - How do I make Network.Spawn not show the prefab to the user that called it? 1 Answer
Network.Instantiate Problem 1 Answer