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Cloned interactivecloth not acting like original interactivecloth.
Okay, here's the deal: I'm trying to get a checkpoint/respawn system in a game where the main character is made from "dough", it's actually interactivecloth with pressure inside a closed mesh, but everytime I try to clone the cloth upon death the cloned version is slightly bigger and slightly more sluggish than the original one. Any clones of this clone behave just like the first clone. Example here: http://dl.dropbox.com/u/3287242/DoughBoy/WebPlayer.html
To be more clear, here's my respawn code:
if(other.gameObject.tag == "Respawn"&&!respawn){
clone = Instantiate(gameObject, activeCheckpoint,newQuaternion(0,0,0,0)) as GameObject;
clone.name = "Ball";
cam.GetComponent<CameraScript>().target= clone;
Destroy(gameObject);
respawn=true;
}
A few more interesting points to note about your game are:
This problem you have only happens when you press Q and become a big dough ball. If the player dies while small, they retain the original's properties (A$$anonymous$$A you have to switch to large mode just before you die). 2. If you die while bouncing on that mushroom thing, you become stuck in the floor. If you die while large, there's also a possibility of getting stuck in the floor (rooted to one point). 3. You can go back to being normal if you happen to be the big sluggish one, then go on the water and change back to normal size (with Q) and die.
I believe this happens because your script for the player adds girth onto it in Start()
, but because you instantiate it using the fat one, you become even bigger.
Found the problem. Was scaling the guy. I'm stupid lol
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