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Question by Seventh Stealth · Sep 12, 2013 at 06:21 PM · javascriptinstantiatespawn

Enemy spawn script not working properly !

 var enemy : GameObject;
 var timeDelay = 3;
 var ready = true;
 var timer : int = 240;
 var limit : int = 40;
 var left : int = 40;
 var grip : Transform;
  
 function Start(){
 ready = true;
 if(ready){
     if(timer > 0){
     timer -= 1;
     while (ready) {
         yield WaitForSeconds(timeDelay);
         Instantiate( enemy, transform.position, Quaternion.identity);
         enemy.transform.LookAt(grip);
         limit -=1;
         enemy.transform.Translate(Vector3(0,0,1));
     }
     }
     }
     
     if(timer <=0){
     Time.timeScale = 1;
     guiText.text == "GAME OVER , HAHAHAHA !!!";
     yield WaitForSeconds(3);
     Application.LoadLevel("levelSelect");
     }
     //ENEMIES IN THIS LEVEL = 80;
 if(left == 0){
     guiText.text == "WELL DONE GREENHORN , YOU FINISHED LEVEL 1 ! BUT , ARE YOU READY FOR THE NEXT LEVEL !";
     yield WaitForSeconds(3);
     Application.LoadLevel("level2");
     }
     
     if(enemy == null){
     left-=1;
     }
     if(limit == 0){
     ready = false;
     }
     
 }


At the moment it just spawns enemies and they fly into the air ??? Help !

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avatar image ArkaneX · Sep 12, 2013 at 07:36 PM 0
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Could you describe your scene setup? Assu$$anonymous$$g enemy, grip and object this script is attached to are simple spheres, please write their positions. I tried to setup the scene, but can't get the effect you described. Or maybe the script is attached to grip or to enemy?

Additionally - do you really need to call LookAt and Translate methods on the original object, or on the newly created instance?

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Answer by MirekPluta · Sep 12, 2013 at 07:27 PM

 Instantiate( enemy, transform.position, Quaternion.identity);

Makes a copy of "enemy" and returns that copy, therefore instead of modifying "enemy" later modify that object that is returned.

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