Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jonat300 · Dec 08, 2016 at 08:02 AM · instantiatetransformprefabgetcomponentinchildren

Problem with GetComponentinChildren and Instantiate

Hello, I'm trying to make a code that allow me with little mesh called modules to procedurally create a dungeon. My modules have empty gameObject has children named exit. My goal is to make 2 exits of 2 different modules match in the world space. To do that, i was thinking that i could recuperate the transform.position of my exit with the command GetComponentInChildren. Also i'm "spawning" my module in the world with a Instantiate command but if i try to get the transform.position of my exit, it gives me the position of the prefab (0,0,0) and not the child but the parent transform.

 using UnityEngine;
 using System.Collections.Generic;
 
 public class WorldGenerator : MonoBehaviour {
 
     public GameObject Modules;
     public GameObject StartModule;
 
     public int itt = 5;
     private Vector3 Exit;
     private Vector3 ModExit;
     // Use this for initialization
     void Start () {
         ////////It's where i'm blocking
         GameObject startmodule = (GameObject)Instantiate (StartModule, transform.position, transform.rotation);
         Exit = startmodule.GetComponentInChildren<Transform>().position;
 //////////////////////////////////////////////////////////////
         Instantiate (Modules, Exit, transform.rotation);
         ModExit = Modules.GetComponentInChildren<Transform> ().position;
 
         Debug.Log (Exit); //return (0,0,0), the prefab transform in my prefab folder
         Debug.Log (ModExit);
 
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }
 

I tried to store my Instantiate into a variable and then ask the transform to this variable but it still give me 0,0,0. Help will be appreciated and thanks for your response.

PS : My script is attached to an empty gameobject in my scene PS2 : sorry for killing Shakespeare language

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Not your typical "Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption" 0 Answers

Setting parent of instantiated object fails (Error: setting parent of prefab is disabled...) 1 Answer

Prefabs Transforms LookAt 0 Answers

How do I Update the transform of Instantiate prefab? 2 Answers

problem whit Instantiate Prefabs position. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges