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Question by Tilcob · Jun 27, 2020 at 05:50 PM · instantiate2d gamebuy

My instantiate clones won't behave like the original Prefab

When I spawning my clone it behaves not a bit like my prefab in the scene Code Turrent:

public class Turrent : MonoBehaviour { [Header("Attributes")]

 public float range = 10f;        
 public float fireRate = 1f;
 private float fireCountdown = 0f;

 [Header("Unity Setup Fields")]

 public string enemyTag = "Enemy";
 public Transform rotateCanon;
 public float turnSpeed = 20;

 private Transform target;
 public GameObject bulletPrefab;
 public Transform firePoint;
 

 void Start()
 {
     InvokeRepeating("UpdateTarget", 0f, 0.2f);
 }

 void Update()
 {
     if(target == null) 
     {            
         rotateCanon.rotation = Quaternion.Euler(0f, 0f, 180f);  
         
         return; 
     }

     Vector3 dir = -target.position + transform.position;
     Quaternion lookRotaion = Quaternion.LookRotation(dir);
     Vector3 rotation = Quaternion.Lerp(rotateCanon.rotation, lookRotaion, turnSpeed * Time.deltaTime).eulerAngles;
     rotateCanon.rotation = Quaternion.Euler(0f, 0f, rotation.z);

     if(fireCountdown <= 0f)
     {
         Shoot();
         fireCountdown = 1f / fireRate;
     }

     fireCountdown -= Time.deltaTime;
 }

 void Shoot()
 {
     GameObject bulletGO = (GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
     Bullet bullet = bulletGO.GetComponent<Bullet>();

     if(bullet != null)
     {
         bullet.Seek(target);
     }
 }

 void UpdateTarget()
 {
     GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag);
     float shortestDistance = Mathf.Infinity;
     GameObject nearestEnemy = null;

     foreach (GameObject enemy in enemies)
     {
         float distanceToEnemy = Vector2.Distance(transform.position, enemy.transform.position);

         if(distanceToEnemy < shortestDistance)
         {
             shortestDistance = distanceToEnemy;
             nearestEnemy = enemy;
         }
     }

     if(nearestEnemy != null && shortestDistance <= range)
     {
         target = nearestEnemy.transform;
     }
     else
     {
         target = null;
     }
 }

 void OnDrawGizmosSelected()
 {
     Gizmos.color = Color.black;
     Gizmos.DrawWireSphere(transform.position, range);
 }

}

Code Buying:

public class BulletCanonIsOn : MonoBehaviour { public GameObject canon; public GameObject spawnPoint; public GameObject buildingField;

 public void setActive()
 {
     GameObject canonInst = (GameObject)Instantiate(canon, spawnPoint.transform.position, canon.transform.rotation);
     Turrent canonTur = canonInst.GetComponent<Turrent>();
     buildingField.SetActive(false);
 }

}

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