Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
  • Help Room /
avatar image
0
Question by captainspaceman · Jan 08, 2021 at 10:15 PM · errorinstantiatedisabled

Instantiating object sometimes instantiates with disabled script and collider

Hi I noticed that some of my objects have both disabled scripts and disabled colliders upon instantiation. The only way I can solve this is by simply checking if they are disabled right after instantiating the object and then enabling them. No where in my program am I disabling things. The problem is at about line 100. EDIT: I did some testing and it appears this happens when the object that is instantiating gets destroyed right as it is instantiating the new object. I think it is because they all have timers that activate their code only every few frames to improve performance.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class plant1 : MonoBehaviour
 {
     public GameObject plant1Prefab;
     public GameObject deadPlant1Prefab;
 
     [System.NonSerialized]
     public Color color;
     float colorMutationAmount = .05f;
 
     float lifeSpan = 3600; // one hour in seconds
     [System.NonSerialized]
     public float fruitingAge = 250;
     [System.NonSerialized]
     public float growRate = 1;
     [System.NonSerialized]
     public float age = 0;
     int reproduceDelay = 50;
     float reproduceDelayCounter = 0;
 
     RaycastHit2D hit;
     Vector3 dir;
     public LayerMask sightCollidersLayerMask;
     float xDir = 1f;
     float yDir = 1f;
     bool b = true;
 
     [System.NonSerialized]
     public float size = 1;
     float seedSpreadDistance = .5f;
     [System.NonSerialized]
     public bool growing = true;
     [System.NonSerialized]
     public bool reproducing = true;
 
     float timeMul;
     float edgeLimits = 100;
 
     int frameSkipCounter = 0;
     int frameSkip = 30;
 
 
 
     void Start()
     {
         frameSkipCounter = Random.Range(0, frameSkip);
         timeMul = GameObject.Find("Manager").GetComponent<PopulationManager>().timeMul;
         color = GetComponent<SpriteRenderer>().color;
         mutate(1, 1);
         if (Mathf.Abs(transform.position.y) > edgeLimits || Mathf.Abs(transform.position.x) > edgeLimits)
         {
             Destroy(gameObject);
         }
     }
 
    
     void FixedUpdate()
     {
         frameSkipCounter++;
         if (frameSkipCounter >= frameSkip)
         {
             lookAroundRayCast();
             age += growRate * timeMul * Time.deltaTime * frameSkip;
             reproduceDelayCounter += timeMul * Time.deltaTime * frameSkip;
             frameSkipCounter = 0;
             if (growing)
             {
                 if (age >= fruitingAge)
                 {
                     growing = false;
                 }
                 else
                 {
                     float s = (size * (age / fruitingAge)) + 0.1f;
                     transform.localScale = new Vector3(s, s, 1);
                 }
             }
             if (!growing && reproduceDelayCounter >= reproduceDelay)
             {
                 reproduceDelayCounter = 0;
                 if (reproducing)
                 {
                     Vector3 spawnDir = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                     spawnDir.Normalize();
 
                     hit = Physics2D.Raycast(transform.position + spawnDir * .12f, spawnDir, .5f, ~sightCollidersLayerMask);
 
                     if (!hit)
                     {
                         GameObject seedling = Instantiate(plant1Prefab, transform.position + spawnDir * .5f, Quaternion.identity);
 
                         seedling.transform.localScale = new Vector3(.1f, .1f, 1);
                         seedling.GetComponent<SpriteRenderer>().color = color;
                         seedling.GetComponent<plant1>().size = size;
                         seedling.name = name;
 
                         if (seedling.GetComponent<plant1>().enabled == false) 
                         {
                             Debug.Log("MADE CHILD WITH DISABLED SCRIPT!!!!!!!!"); // WHY!?!?!?!?
                             seedling.GetComponent<plant1>().enabled = true;
                             seedling.GetComponent<Collider2D>().enabled = true;
                             seedling.GetComponent<SpriteRenderer>().color = Color.black;
                         }
 
                     }
                 }
             }
             if (age > lifeSpan)
             {
                 GameObject deadArea = Instantiate(deadPlant1Prefab, transform.position, Quaternion.identity);
                 deadArea.GetComponent<deadPlant1>().color = color;
                 Destroy(gameObject);
             }
 
         }   
     }
 
     void mutate(float curve, float rate)
     {
         color.r += Random.Range(-colorMutationAmount, colorMutationAmount);
         color.g += Random.Range(-colorMutationAmount, colorMutationAmount);
         color.b += Random.Range(-colorMutationAmount, colorMutationAmount);
         //size += Random.Range(-.01f, .01f);
         growRate += Random.Range(-.1f, .1f);
     }
 
     void lookAroundRayCast()
     {
          float resolution = .25f;
     for (int i = 0; i < 4/resolution; i++)
     {
         if (b && yDir > -1)
         {
             yDir -= resolution;
             if (yDir <= -1)
             {
                 yDir = resolution;
             }
         }
         else if (b && yDir <= -1)
         {
             xDir -= resolution;
             if (xDir <= -1)
             {
                 xDir = resolution;
                 b = false;
             }
         }
         else if (!b && yDir < 1)
         {
             yDir += resolution;
             if (yDir >= 1)
             {
                 yDir = 1f;
             }
         }
         else if (!b && yDir >= 1)
         {
             xDir += resolution;
             if (xDir >= 1)
             {
                 xDir = 1f;
                 b = true;
             }
         }
             dir = new Vector3(xDir, yDir);
             hit = Physics2D.Raycast(transform.position + dir * .12f, dir, .14f, ~sightCollidersLayerMask);
 
             if (hit)
             {
                 if (hit.transform.tag == "plant1")
                 {
                     // two plants colliding
                     float colorDifference = 0;
                     Color otherPlantColor = hit.transform.GetComponent<plant1>().color;
                     colorDifference += Mathf.Abs(color.r - otherPlantColor.r) + Mathf.Abs(color.g - otherPlantColor.g) + Mathf.Abs(color.b - otherPlantColor.b);
 
                     if (colorDifference > .25f) // competing subspecies
                     {
                         if (hit.transform.GetComponent<plant1>().growRate < growRate)
                         {
                             Destroy(hit.transform.gameObject);
                         }
                         if (hit.transform.GetComponent<plant1>().growRate > growRate)
                         {
                             Destroy(gameObject);
                         }
                     }
                     else
                     {
                         if (age < hit.transform.gameObject.GetComponent<plant1>().age)
                         {
                             //GameObject deadArea = Instantiate(deadPlant1Prefab, transform.position, Quaternion.identity);
                             //deadArea.GetComponent<SpriteRenderer>().color = plantColor;
                             Destroy(gameObject);
                         }
                     }
                 }
                 if (hit.transform.tag == "deadPlant1")
                 {
                     // destroy if color difference is less than .1
                     float colorDifference = 0;
                     Color deadPlantColor = hit.transform.GetComponent<deadPlant1>().color;
                     colorDifference += Mathf.Abs(color.r - deadPlantColor.r) + Mathf.Abs(color.g - deadPlantColor.g) + Mathf.Abs(color.b - deadPlantColor.b);
 
                     if (colorDifference < 2f)
                     {
                         Destroy(gameObject);
                     }
                     else
                     {
                         Destroy(hit.transform.gameObject);
                     }
                 }
             }
         }
 
         /*
         dir = new Vector3(0, 1);
         Vector3 pointAtEndOfDir =  transform.position + dir * .15f;
         LineRenderer l = gameObject.GetComponent<LineRenderer>();
         List<Vector3> pos = new List<Vector3>();
         pos.Add(transform.position + dir * .12f);
         pos.Add(pointAtEndOfDir);
         l.startWidth = .05f;
         l.endWidth = .05f;
         l.SetPositions(pos.ToArray());
         l.useWorldSpace = true;
         */
     }
 }
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

211 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Instantiate() Argument error 1 Answer

Trying to replace 2 objects. Destroying assets is not permitted to avoid data loss. 0 Answers

*Solved* Loop instantiating objects causes my Unity Editor to crash 1 Answer

Instantiated button prefab causes Delegation error on click and does not add OnClick Listener 0 Answers

SpaceShooter Tutorial instanced asteroid not taking GameController game object in unity5 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