Do you have COLLAPSE ticked in the console log?
Otherwise, it sounds like you wrote a bug… and that means… time to start debugging!
For one, start printing names and giving unique names to each spawned object. You do understand that you’re adding a fresh copy every frame, right??
Simplify the instantiate, do it from the reference to the AgentScript itself so you get back an AgentScript from Instantiate() at least, instead of all the silly GetComponent stuff. See crazy ninja code warning below.
By debugging you can find out exactly what your program is doing so you can fix it.
Use the above techniques to get the information you need in order to reason about what the problem is.
You can also use Debug.Log(...);
statements to find out if any of your code is even running. Don’t assume it is.
Once you understand what the problem is, you may begin to reason about a solution to the problem.
Remember with Unity the code is only a tiny fraction of the problem space. Everything asset- and scene- wise must also be set up correctly to match the associated code and its assumptions.
Keep in mind that using GetComponent() and its kin (in Children, in Parent, plural, etc) to try and tease out Components at runtime is definitely deep into super-duper-uber-crazy-Ninja advanced stuff.
Here’s the bare minimum of stuff you absolutely MUST keep track of if you insist on using these crazy Ninja methods:
- what you’re looking for:
→ one particular thing?
→ many things?
- where it might be located (what GameObject?)
- where the Get/Find command will look:
→ on one GameObject? Which one? Do you have a reference to it?
→ on every GameObject?
→ on a subset of GameObjects?
- what criteria must be met for something to be found (enabled, named, etc.)
- if your code expects one instance and later you have many (intentional or accidental), does it handle it?
If you are missing knowledge about even ONE of the things above, your call is likely to FAIL.
This sort of coding is to be avoided at all costs unless you know exactly what you are doing.
Botched attempts at using Get- and Find- are responsible for more crashes than useful code, IMNSHO.
If you run into an issue with any of these calls, start with the documentation to understand why.
There is a clear set of extremely-well-defined conditions required for each of these calls to work, as well as definitions of what will and will not be returned.
In the case of collections of Components, the order will NEVER be guaranteed, even if you happen to notice it is always in a particular order on your machine.
It is ALWAYS better to go The Unity Way™ and make dedicated public fields and drag in the references you want.