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Question by unity_Uk1futZ9j8OUQA · Nov 26, 2019 at 09:32 AM · child objectpoolingactivationpowerupobjectpool

Problem about Reaching Child Object of a Pooled Object

Hello. I am making a infinite runner game on Android and I am using Object Pooling for spawning obstacles. I added my obstacles as parent objects with obstacles and gap for gaining points. I encountered to a problem when I added shooting lasers as a powerup.

I am deactivating the obstacle with laser but when the parent object reactivates, the obstacle that is deactivated is not activating again. How can I solve this problem ? Thanks in advance.

Code for Pooling System:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class ObjectPoolerforOne : MonoBehaviour {

 public static ObjectPoolerforOne SharedInstance;

 public List<GameObject> pooledObjects;
 public GameObject objectToPool;
 public int amountToPool;
 public bool shouldExpand;
 

 void Awake()
 {
     SharedInstance = this;
 }


 void Start ()
 {
     pooledObjects = new List<GameObject>();


     for (int i = 0; i < amountToPool; i++)
     {
         GameObject obj = (GameObject)Instantiate(objectToPool);
         obj.SetActive(false);
         pooledObjects.Add(obj);
     }

 }
 
 
 

 public GameObject GetPooledObject()
 {
     
     for (int i = 0; i < pooledObjects.Count; i++)
     {

         if (!pooledObjects[i].activeInHierarchy)
         {
            

             return pooledObjects[i];
             
             

         }

         
     }

     
     

     if (shouldExpand)
     {
         GameObject obj = (GameObject)Instantiate(objectToPool);
         obj.SetActive(false);
         pooledObjects.Add(obj);
         return obj;
     }

     else
     {
         return null;
     }
 }

}

Code for Laser PowerUp :

 Rigidbody Physics;
 public float speed;
 private GameObject ScoreSystem;
 private GameObject Meteor;
 
   
 




 void Start()
 {
     Physics = GetComponent<Rigidbody>();
     Physics.velocity = transform.forward * speed;
     ScoreSystem = GameObject.FindGameObjectWithTag("Player");

     
 }

 public void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "meteor1")
     {

         other.gameObject.SetActive(false);
         ScoreSystem.GetComponent<Score>().ScoreUp();
         StartCoroutine(BringBackTheDead1(1f));
         StartCoroutine(KillTheLaser(0.1f));

     }

     if(other.gameObject.tag == "meteor2")
     {

         other.gameObject.SetActive(false);
         ScoreSystem.GetComponent<Score>().ScoreUp();
         StartCoroutine(BringBackTheDead2(1f));
         StartCoroutine(KillTheLaser(0.1f));
     }
     else
     {

         StartCoroutine(KillTheLaser(0.5f));
     }
 }

 IEnumerator KillTheLaser(float waitTime)
 {
     yield return new WaitForSeconds(waitTime);
     gameObject.SetActive(false);
     
 }

 IEnumerator BringBackTheDead1(float waitTime)
 {
     
     
     yield return new WaitForSeconds(waitTime);
     gameObject.SetActive(true);
    


 }

 IEnumerator BringBackTheDead2(float waitTime)
 {


     yield return new WaitForSeconds(waitTime);
     gameObject.SetActive(true);
     


 }

}

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