Hi, super simple thing I’m missing here probably but I’m pretty stuck atm;
I’m instantiating objects in a separate code block (void newObj) that I then need to control the movement of in void update. However since the object is instantiated in its own method I don’t seem to be able to access the rigidbody from update? How would I solve this?
public class SimpleInd : MonoBehaviour {
public GameObject Individual;
private Vector3 pos1;
private int posx = 0;
private int posy = 0;
public Rigidbody rbody;
private float speed = 10f;
void Start(){
newObj ();
}
void newObj(){
pos1 = new Vector3 (posx, posy, 0);
GameObject ind = Instantiate (Individual, pos1, Quaternion.identity) as GameObject;
rbody = ind.GetComponent<Rigidbody> ();
}
void update(){
rbody.velocity = transform.forward * speed;
}
}