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Question by Haileapp · Aug 07, 2017 at 02:08 PM · 2d gamephysics2dspringjoint

Problem on Spring Joint 2D

I am working on my 2D Angrybird type game.When the ball is destroyed, I instantiate the ball with All its Components using prefab.But when the springjoint2d is destroyed and the ball is instantiated, it says ' There is no 'SpringJpint2D' attached to the Asteroid(Clone) game object, but a script is trying to access it'. Here is the Code...

  public class projectile : MonoBehaviour {
 
  private float maxStretch = 8f;
  public LineRenderer catapultLineFront;
  public LineRenderer catapultLineBack;
  public static projectile current;
  private SpringJoint2D spring;
  private Ray rayToMouse;
  private float maxStretchSqr;
  private Ray leftCatapultToProjectile;
  private float circleRadius;
  private Transform catapult;
  private bool clickedOn;
  private Vector2 prevVelocity;
  private Rigidbody2D rig2D;
  private Score scoring;
  private int valueDeducted = 10;
  private GameObject Atta;
 
 
 
  private AudioSource playerBounce;
  private float minVelocity = 30.0f;
 
 
 
 
 
  public  void Awake ()
 {
 
     spring = GetComponent<SpringJoint2D> ();
     catapult = spring.connectedBody.transform;
     rig2D = GetComponent<Rigidbody2D> ();
 
 
 }
 
 
 public void Start () {
 
 
 
 LineRendererSetup ();
     GameObject myScore = GameObject.FindGameObjectWithTag ("Score");
     playerBounce = gameObject.GetComponent <AudioSource>();
     scoring = myScore.GetComponent<Score> ();
 
 
 rayToMouse = new Ray(catapult.position,Vector3.zero);
 leftCatapultToProjectile = new Ray(catapultLineFront.transform.position,Vector3.zero);
 maxStretchSqr = maxStretch * maxStretch;
 CircleCollider2D circle = GetComponent() as CircleCollider2D;
 circleRadius = circle.radius;
 
 
 }
 
 
 public void FixedUpdate ()
 {
 
     int XPos = Random.Range (-53,-54);
     int YPos = Random.Range(-15,-16);
 
 
 
     if (clickedOn)
         Dragging ();
 
 
     if (spring != null) {
 
         if (!rig2D.isKinematic && prevVelocity.sqrMagnitude > rig2D.velocity.sqrMagnitude) {
 
              Destroy (spring);
 
              // If you see public bool with a get set {} tag,it means you should use it with the equal sign parameter and not with () 
             rig2D.velocity = prevVelocity;
             LineRendererUpdate ();
 
 
         }
 
 
             if (!clickedOn)
                 prevVelocity = rig2D.velocity;
 
                 LineRendererUpdate ();
 
         }
 
 
        if (spring == null && rig2D.velocity.magnitude < minVelocity) {
 
                 StartCoroutine (destroyPlayer());
 
 
          GameObject ballClone = Instantiate (gameObject, new Vector2(XPos,YPos), transform.rotation) as GameObject;
          ballClone.AddComponent <Rigidbody2D>();    
           DontDestroyOnLoad (spring);
 
 
             if (FindObjectsOfType (GetType ()).Length > 1) {
             Destroy (gameObject);
 
         }
             }
 
     }
 

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