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Question by korhanyldz · Feb 23, 2021 at 02:16 PM · instantiateinfinite

Instantiate a prefab that has rigidbody cause infinite clones

When i try to instantiate a prefab without rigidbody component, everything works well. But with same script and in same conditions i cant use instantiate for prefab with rigidbody. It just keep creating infinite clones of prefab.

 void DropItems()
     {
         for  (int i = 0; i < 3; i++) {
             Instantiate(dropItem, dropSpawnPoints[i].position, Quaternion.identity); 
         }

in Update()

  if (health <= 0)
         {
             DropItems();
             transform.GetChild(0).gameObject.SetActive(false);
         }

Shortly; i have a parent empty gameobject with this script and there is a tree as child of it. When i break the tree in game it drops 3 wood pieces (prefab without rigidbody). But when i add rigidbody to same wood piece prefab, its getting crazy and throws infinite clones. How can i make it work together with rigidbody component ?

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Answer by logicandchaos · Feb 23, 2021 at 02:26 PM

You tell it to instantiate if health is less than or equal to 0, as long as health is less than 0 it will continue you to instantiate. You need to set other restrictions, I see you set transform.GetChild(0).gameObject to false after drop items, so maybe add that to the check?

 if (health <= 0 && transform.GetChild(0).gameObject.activeSelf)

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avatar image korhanyldz · Feb 23, 2021 at 06:37 PM 0
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Thank you very much for help. After edit the condition as you said , its fixed!. But i didn't understand why my code worked with the prefab without rigidbody but fail with rigidbody.

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