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Question by SlitherGod · Sep 19, 2014 at 12:06 PM · c#instantiateinstantiating

Instaniate Prefab

so i have a problem both bullets are instantiating perfectly except bullet2 only ever instantiates once and when the button is pressed again it doesn't instantiate bullet 2 ever, only bullet 1 always instantiates properly.

         if(facingRight && Input.GetKeyDown(KeyCode.Q))
         {
             Rigidbody2D bullet1Prefab;
             anim.SetBool("shoot",true);
             bullet1Prefab = Instantiate(bulletPrefab,  BulletSpawn.position, BulletSpawn.rotation) as Rigidbody2D;
             bullet1Prefab.AddForce(BulletSpawn.right * 100);
             shootHappened();
         }
         if(!facingRight && Input.GetKeyDown(KeyCode.Q))
         {
             Rigidbody2D bullet2Prefab;
             anim.SetBool("shoot",true);
             bullet2Prefab = Instantiate(bullet3Prefab, BulletSpawn2.position, BulletSpawn2.rotation) as Rigidbody2D;
             bullet2Prefab.AddForce(BulletSpawn2.transform.position = go * 100);
             shootHappened();
         }

Any help would be appreciated. (also the bulletspawn2.transform.position = go is assigning the bullet to go left not right since for some reason unity technologies thinks in 2D the player is ever only going to go right)

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avatar image dmg0600 · Sep 19, 2014 at 12:31 PM 0
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Can you show where the variable facingRight is being changed? If the bullet1 is the one instantiating every time, it seems the problem is there.

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Answer by vanshika1012 · Sep 19, 2014 at 02:05 PM

You can use array and store your bullets in that. Initially each bullet is setActive false. So at a point of initiation check which one is false. The one which is false , make it active. Next time second bullet chance will come. When the bullet goes off the screen make it false again.

 GameObject arr[] = new GameObject[5];
 void InstantiateObject()
 {
     for( int i = 0 ; i < 5 ; i++)
     {
        arr[i] = Instantiate(bullet) as GameObject;
       arr[i].SetActive(false);
     }
 }
 
 void  activeObject()
 {
    for(int i = 0 ; i<5 ; i++)
    {
        if(arr[i].activeInHierarchy == false)
        {
            arr[i].setActive(true);
       //Do whatever you want like the position or scale etc.
          //arr[i].GetComponent<Script>().enable = true;
           break;
         }
    }
 }
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