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Question by Baigomax · Mar 27 at 02:16 PM · instantiatetransformprefabstransform.positionclone

How to get the position of a new Instantiated prefab

Hi to everybody!!

I have two same enemies already instantiated in the scene from a unique prefab "Dogor (clone)" and I'm instantiating also one bullet to make both to shoot the same bullet, I'm managing the RUN and SHOOT with the animator, and both clones are moving independently fine, the problem is tht the bullet prefab is alway getting the possition of the first enemy clone created, so, in the photo below you can see that the bullet is coming out from the second clone, not the first one that is in the range of shooting. alt text

I'm going to attach also the code that I'm using inside of the animator to instantiate the bullet object.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class Fire_Dogor_1 : StateMachineBehaviour
 {
     //public GameObject Dogor;
     Transform enemy_2;
     Dogor_Script DS;
     public float Shootperiod = 0.50f;
     public GameObject BalaPrefab;
     public float LastShoot;
     public float distance;
  
     // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
  
  
         enemy_2 = GameObject.FindGameObjectWithTag("Dogor").transform;
     }
  
     // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         if (Time.time > LastShoot + Shootperiod)
         {
             Vector3 direction;
             if (enemy_2.transform.localScale.x == 1.0f) direction = Vector3.right;
             else direction = Vector3.left;
             GameObject Bala = Instantiate(BalaPrefab, enemy_2.transform.position + direction * 0.1f, Quaternion.identity);
             Bala.GetComponent<Bala_Script>().SetDirection(direction);
             LastShoot = Time.time;
  
             animator.SetBool("Fire", false);
         }
     }
  
     // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         animator.SetBool("Fire", false);
     }
  

Please give me a hand, I'm blocked with this like a week or more, this problem doesn't allow me to instantiate the enemies in my game!!,

Thank you very much in advance!!

scene.png (294.5 kB)
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