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Question by unityWoot · Jul 09, 2014 at 01:00 AM · instantiateprefabblendshapesinstances

How to have unique instances of script on multiple instances of prefab?

I have a prefab that uses a script, blend shapes, etc. When one object gets a ray cast event, it triggers the script/blendshapes, etc. for all the instances.

How can I fix this?

Example,

 public void SpawnPrefab()
     {
         Vector3 position = new Vector3(Random.Range(collider.bounds.min.x,collider.bounds.max.x),
                                        Random.Range(collider.bounds.min.y,collider.bounds.max.y),
                                        Random.Range(collider.bounds.min.z,collider.bounds.max.z));
  
  
         GameObject theObject = (GameObject)Instantiate(prefab, position, Quaternion.identity);
 }

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avatar image robertbu · Jul 09, 2014 at 04:04 AM 0
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You need to show us the context (i.e. how the Raycast is done that triggers the SpawnPrefab() function. There is not enough information here to do more than guess at an answer.

avatar image Kiwasi · Jul 09, 2014 at 04:10 AM 0
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You got any static variables or methods running around?

avatar image steakpinball · Jul 09, 2014 at 07:35 AM 0
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Different instances of prefabs do use unique script instances. The problem is in code you did not provide.

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Answer by unityWoot · Jul 10, 2014 at 01:45 AM

Ahhh, fixed. :)

In one of the updates for the script, I just made sure the ray hit a rigid body, but wasn't making sure the rigid body was the current rigid body,

 // portion of the update function
 if (!hit.rigidbody)
 {
     return;
 }
 
 if (hit.rigidbody.transform.name != transform.name)
 {
             return;
 }
 
 // if we pass both if-tests, we play blend shapes, etc.



Thanks :D

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avatar image BiosElement · Aug 22, 2018 at 06:09 AM 0
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Thanks for returning and posting your solution! It just answered an issue I've had all day.

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