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Question by matthewyanglele · Aug 03, 2020 at 11:25 AM · c#scripting problemno error

Clones of Object Not Moving

I'm new to Unity, and I'm making a simple game where the player has to dodge randomly spawning and moving obstacles. However, when a clone of the obstacle spawns in, it doesn't move. The actual coordinates of the obstacle aren't changing and I think it might be because of the code that uses variables from other scripts. This is the code of ObstacleMovement.cs:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleMovement : MonoBehaviour
 {
     private ObstacleCloning instantiatedObject;
     private ObstacleCloning1 instantiatedObject1;
     private ObstacleCloning2 instantiatedObject2;
     private ObstacleCloningThree instantiatedObject3;
     private ObstacleCloning4 instantiatedObject4;
     public float speed = 5f;
     // Start is called before the first frame update
     // Update is called once per frame
     void Update()
     {
         instantiatedObject = ObstacleCloning.FindObjectOfType<ObstacleCloning>();
         instantiatedObject1 = ObstacleCloning.FindObjectOfType<ObstacleCloning1>();
         instantiatedObject2 = ObstacleCloning.FindObjectOfType<ObstacleCloning2>();
         instantiatedObject3 = ObstacleCloning.FindObjectOfType<ObstacleCloningThree>();
         instantiatedObject4 = ObstacleCloning.FindObjectOfType<ObstacleCloning4>();
         instantiatedObject.transform.position += Vector3.forward*speed*Time.deltaTime;
         instantiatedObject1.transform.position += Vector3.forward*speed*Time.deltaTime;
         instantiatedObject2.transform.position += Vector3.forward*speed*Time.deltaTime;
         instantiatedObject3.transform.position += Vector3.forward*speed*Time.deltaTime;
         instantiatedObject4.transform.position += Vector3.forward*speed*Time.deltaTime;
     }
 }
 

and this is the code of ObstacleCloning, ObstacleCloning1, ObstacleCloning2, ObstacleCloningThree, and ObstacleCloning4:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleCloning : MonoBehaviour
 {
     private float time = 0.0f;
     public float interpolationPeriod = 2.3f;
     public GameObject obstaclePrefab;
     public Transform[] spawnPoints;
     
     public GameObject instantiatedObj;
     
     // Start is called before the first frame update
 
 void Start(){
 }
     // Update is called once per frame
     void Update()
     {
         
         time += Time.deltaTime;
         if(time>=interpolationPeriod){
             time = 0.0f;
 
             instantiatedObj = (GameObject)Instantiate(obstaclePrefab, spawnPoints[Random.Range(0,20)].position,Quaternion.identity);
         }
     }
 
     void OnCollisionEnter(Collision col){
         if(col.gameObject.name=="Despawn"){
             Destroy(instantiatedObj);
         }
     }
 }
 
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleCloning1 : MonoBehaviour
 {
     private float time = 0.0f;
     public float interpolationPeriod = 2.3f;
     public GameObject obstaclePrefab;
     public Transform[] spawnPoints;
     
     public GameObject instantiatedObj1;
     
     // Start is called before the first frame update
 
 void Start(){
 }
     // Update is called once per frame
     void Update()
     {
         
         time += Time.deltaTime;
         if(time>=interpolationPeriod){
             time = 0.0f;
 
             instantiatedObj1 = (GameObject)Instantiate(obstaclePrefab, spawnPoints[Random.Range(0,20)].position,Quaternion.identity);
         }
     }
 
     void OnCollisionEnter(Collision col){
         if(col.gameObject.name=="Despawn"){
             Destroy(instantiatedObj1);
         }
     }
 }
 _________________________________________________________________________________________________________
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleCloning2 : MonoBehaviour
 {
     private float time = 0.0f;
     public float interpolationPeriod = 2.3f;
     public GameObject obstaclePrefab;
     public Transform[] spawnPoints;
     
     public GameObject instantiatedObj2;
     
     // Start is called before the first frame update
 
 void Start(){
 }
     // Update is called once per frame
     void Update()
     {
         
         time += Time.deltaTime;
         if(time>=interpolationPeriod){
             time = 0.0f;
 
             instantiatedObj2 = (GameObject)Instantiate(obstaclePrefab, spawnPoints[Random.Range(0,20)].position,Quaternion.identity);
         }
     }
 
     void OnCollisionEnter(Collision col){
         if(col.gameObject.name=="Despawn"){
             Destroy(instantiatedObj2);
         }
     }
 }
 _________________________________________________________________________________________________________
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleCloningThree : MonoBehaviour
 {
     private float time = 0.0f;
     public float interpolationPeriod = 2.3f;
     public GameObject obstaclePrefab;
     public Transform[] spawnPoints;
     
     public GameObject instantiatedObj3;
     
     // Start is called before the first frame update
 
 void Start(){
 }
     // Update is called once per frame
     void Update()
     {
         
         time += Time.deltaTime;
         if(time>=interpolationPeriod){
             time = 0.0f;
 
             instantiatedObj3 = (GameObject)Instantiate(obstaclePrefab, spawnPoints[Random.Range(0,20)].position,Quaternion.identity);
         }
     }
 
     void OnCollisionEnter(Collision col){
         if(col.gameObject.name=="Despawn"){
             Destroy(instantiatedObj3);
         }
     }
 }
 _________________________________________________________________________________________________________
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObstacleCloning4 : MonoBehaviour
 {
     private float time = 0.0f;
     public float interpolationPeriod = 2.3f;
     public GameObject obstaclePrefab;
     public Transform[] spawnPoints;
     public GameObject instantiatedObj4;
     
     // Start is called before the first frame update
 
 void Start(){
 }
     // Update is called once per frame
     void Update()
     {
         
         time += Time.deltaTime;
         if(time>=interpolationPeriod){
             time = 0.0f;
 
             instantiatedObj4 = (GameObject)Instantiate(obstaclePrefab, spawnPoints[Random.Range(0,20)].position,Quaternion.identity);
         }
     }
 
     void OnCollisionEnter(Collision col){
         if(col.gameObject.name=="Despawn"){
             Destroy(instantiatedObj4);
         }
     }
 }
 

Any help will be really helpful!

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