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 /
avatar image
0
Question by Steviebops · Aug 14, 2013 at 06:25 PM · collisionprefabcomponentunexpected

Odd behaviour when instatiated

I'm using this script as part of a prefab, which I then instantiate in another script

 using UnityEngine;
 using System.Collections;
 
 public class MyCollisionGenerator : MonoBehaviour
 {
     private GameObject headBone, weaponBone, bodBone;
     private SphereCollider headSphere, weaponSphere, bodSphere;
     GameObject[] Fighter; 
     public FighterScript char1Script, char2Script;
     private bool failSafeVar = true;
 
     void Start()
     {
         Fighter = GameObject.FindGameObjectsWithTag("Fighter");
         foreach (GameObject bone in Fighter)
         {
             if (bone.name == "head")
             {
                 headBone = bone;
                 headSphere = headBone.AddComponent<SphereCollider>();
                 headSphere.radius = .2f;
                 headSphere.isTrigger = true;
             }
             if (bone.name == "WeaponBone" || bone.name =="Weapon_R")
             {
                 weaponBone = bone;
                 weaponSphere = weaponBone.AddComponent<SphereCollider>();
                 weaponSphere.radius = .5f;
                 weaponSphere.isTrigger = true;
             }
             if (bone.name == "spine1")
             {
                 bodBone = bone;
                 bodSphere = bodBone.AddComponent<SphereCollider>();
                 bodSphere.radius = .3f;
                 bodSphere.isTrigger = true;
             }
         }
       
     }
 
     void Update()
     {
         if (weaponSphere.bounds.Intersects(bodSphere.bounds))
         {
             if (failSafeVar == true)
             {
                 if (animation.IsPlaying("AnnaHammerJab") &&
                    animation["AnnaHammerJab"].time > .5f)
                 {
                     failSafeVar = false;
                     Debug.Log("-1 health");
                 }
             }
         }
         else
         {
             failSafeVar = true;
         }
 
     }
 }
 
 

If I pull the prefab character into the scene, the code works fine, I can even instantiate then player, and pull an opponent in.

When I instantiate the enemy, however, the code stops working, despite the enemy having all the correct spheres for collision.

Can anyone see why?

PS - I edited some old code out of this for clarity.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by IgorAherne · Aug 14, 2013 at 06:49 PM

Not going to help you with player, but move the lines with GetComponent from Update to the end of Start to greatly improve productivity

Comment
Add comment · Share
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

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

16 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

Related Questions

Collision between two moving clones 0 Answers

Can prefabs interact with scroll rect? 0 Answers

Destroy a specific prefab (GameObject) Unity2D 1 Answer

Instantiating scripts with references to prefabs loses the reference. 1 Answer

Apply only one Component to Prefab - Editor Scripting 1 Answer


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