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Question by yulaw2k · Apr 25, 2014 at 02:03 AM · instantiateattackclones

Creating clones, only the first clone is tagged

 void Attack(){
 
 clone = Instantiate (firePrefab, fireSpawn.position, fireSpawn.rotation) as Rigidbody;
 clone.gameObject.tag = "Fire";
 clone.AddForce (fireSpawn.transform.forward * fireSpeed);
 }

When I fire my weapon I would like all clones have the tag "Fire" The prefab has the tag "Fire" The first clone that fires has the tag "Fire" But the rest of the clones have "Untagged"

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avatar image getyour411 · Apr 25, 2014 at 02:06 AM 0
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Add debug to confirm it's this Attack and not something else, I don't see a path through that where an instaniated clone is not tagged "Fire"

avatar image Owen-Reynolds · Apr 25, 2014 at 04:37 AM 0
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Just checking -- there's a reason you can't have the prefab tagged "Fire"? Instantiate copies tags.

avatar image yulaw2k · Apr 25, 2014 at 04:44 AM 0
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"Just checking -- there's a reason you can't have the prefab tagged "Fire"? Instantiate copies tags."

The prefab does have the tag "Fire" maybe i'll try and rewrite everything.... I don't know how to debug without eclipse, new to this unity thing.

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Answer by Tony_T · Apr 25, 2014 at 09:58 AM

I don't know if this will help but here. This will spawn a selected game object on one of the empty game objects. Remember this will only spawn one game object at multiple spots. Like a random spawner.

 #pragma strict
 
 var source : GameObject; //The game object you want to spawn
 var spawnPoints : GameObject[]; //The spawn points you want your game object to spawn 
      
 function Start ()
 {
 var pos : Vector3 = spawnPoints[Random.Range(0, spawnPoints.Length)].transform.position;
 var instance = Instantiate(source, pos ,transform.rotation);
 }
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