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Question by Siliko · Oct 05, 2020 at 01:43 AM · unity 2dcollider2dedgeclonesreturn value

EdgeCollider2D.points returnes Values of wrong gameObject

Hello,

I want to modify points of an EdgeCollider2D via Script. I attached the script to a gameObject. Their is multiple clone of the gameobject Instantiated on runtime.

The function EdgeCollider.points returns always the values of the Original gameObject but i want it to return the value of the clone. When i try to return the position of the gameobjet it returns the position of the clone, which means i'm using the write gameObject.

I don't Understand why it returns points values of the original GameObject.

Please Help me

public class EntryEdgeCollider : MonoBehaviour {

 private EdgeCollider2D EdgeCollider;

 private Effector2D SurEff;
 private Vector2 CenterEarth;
 private Vector2 PosEntryFuel;
 private Vector2 Temp;




 void Start() // Initialise Edge Collider to no exceed Earth Limit.
 {
     CenterEarth = new Vector2(0, 0);
     EdgeCollider = this.GetComponent<EdgeCollider2D>();
     

     Vector2[] LesPoints = EdgeCollider.points;
     PosEntryFuel = EdgeCollider.gameObject.transform.parent.localPosition;
     UnityEngine.Debug.Log(EdgeCollider.transform.position);
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avatar image Siliko · Oct 05, 2020 at 01:16 PM 0
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Help please !

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Answer by Siliko · Oct 05, 2020 at 01:40 PM

Ok, i put the gameObject as a prefab and at list i get the position of the point relative to the GameObject, if i ad the position of the game object i can get the right values.

If someone know what happened i would appreciate to be explained it :)

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