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Question by Michael 12 · May 15, 2011 at 02:41 PM · instantiatepickupactivateanimationevent

Looking for another way of doing this

About a month ago I asked this question: http://answers.unity3d.com/questions/49261/instantiate-game-object-at-a-specific-location

Seems no matter what I tried I could not get any of these suguestions to work? So I'm wondering if maybe I can do it another way...

Maybe if the artifact was already there but somehow made inactive and then when my saucer crashes it get activated (instantiated) made visible and able to be picked up by my FPS player.??

My saucer crash scenario is done using animation events. Goes like this;

FPS player aproaches UFO, When player get within range the UFO takes off. About mid flight there is an explosion (Animation Event) Saucer crashes on other side of hill (It is at this point that I was originally trying to have annother animation event place an alien artifact (See other question) at a specific location, but could NOT get it to work.

Soooo... maybe there is another way of making the same animation event just activate an object already there??

Anyone know how this can be done?

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avatar image Owen-Reynolds · May 15, 2011 at 03:59 PM 0
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Is you question "How can I make a moving/animated object eventually spawn another object that does more stuff?" Your last Q just had some $$anonymous$$or typing errors (like the forgotten comma in Instantiate.) The answer is to use coroutines and yield, for ti$$anonymous$$g, and give the new spawn its own script: Start() { play being made animation } OnTriggerEnter() { if player, get picked up }

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