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Question by MercylessK · Aug 24, 2019 at 05:22 PM · transformprefabscript.issueinstantiate prefab

Prefab with same scripts do the same thing

In my game 2D I instantiate 2 prefabs that contain the same simple script that basically moves the object back and forward within the x axis, using his current x value. When the objects get instantiated, they get different x coordinates at the start, so let say prefab1 starts with position 100 and prefab2 starts with position 400 (The instantiation is done using a script in the GM). The issue is that as soon as the scene starts both prefabs begins its movement in the same position as if they ignored the instantiated starting x coordinate.

See the code for the instantiation:

 public GameObject wallAutoPrefab;

     void Fase23(){
         // Constantes - Posições
         alvoPos1 = new Vector2(0,384);
         playerPos1 = new Vector2(0,-512);
         wallPos1 = new Vector2(-192,192);
         wallPos2 = new Vector2(192,-192);
         // Constantes - Escalas
         wallScale1 = new Vector3(32,1,1);
         wallScale2 = new Vector3(32,1,1);
         // Instancia Objetos
         GameObjectUtil.Instantiate(alvoPrefab, alvoPos1, consRot, consScale);
         GameObjectUtil.Instantiate(playerPrefab, playerPos1, consRot, consScale);
         GameObjectUtil.Instantiate(wallAutoPrefab,wallPos1,consRot,wallScale1);
         GameObjectUtil.Instantiate(wallAutoPrefab,wallPos2,consRot,wallScale2);
     }


See the code for the automovement that is attached in the wallAutoPrefab prefab:

 public class AutoMove : MonoBehaviour
 {
     private float min;
     private float max;
     private float t;
     private bool inverter = false;
 
     void Start(){
         if (transform.position.x > 0) {
             min = transform.position.x;
             max = min * -1;
         } else {
             max = transform.position.x;
             min = max * -1;
         }
     }
 
     void Update()
     {
         if (inverter == false) {
             transform.position = new Vector3 (Mathf.Lerp (min, max, t), transform.position.y, transform.position.z);
             t += 1.0f * Time.deltaTime;
             if (transform.position.x == max) {
                 inverter = true;
                 t = 0.0f;
             }
         } else if (inverter == true) {
             transform.position = new Vector3 (Mathf.Lerp (max, min, t), transform.position.y, transform.position.z);
             t += 1.0f * Time.deltaTime;
             if (transform.position.x == min) {
                 inverter = false;
                 t = 0.0f;
             }
         }
     }
 }

I tried everything, using foreach, using this code in the GM but I could not make it work. Please help me out here!! Thanks!

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