so another issue with prefabs…
//pass in array of prefab names
public function SetData(parts : Array ){
//set variable for setting vales to
var reset = Vector3(5,5,5);
//loop over all parts
for (i=0; i<parts.length; i++){
//load part
var TILE : GameObject = Resources.Load(parts*);*
//instanciate
Instantiate(TILE);
//loop over all children
for (var child : Transform in TILE.transform) {
//set positions
child.position = (reset);
child.eulerAngles = (reset);
*}//end for child *
}//end for parts
}//end setData
right all works well and good
in another script attched to the prefab i destroy them when conditions are met…
var OtherScript : mainbody;
OtherScript = FindObjectOfType(mainbody);
function Update() {
- if(OtherScript.gameOver <= 0 ){*
- Destroy (gameObject);*
}
}
i push play …
all works well, prefab are created and values set
hit stop.
all the values of the children in the prefabs in my project window have all changed from their default (0,0,0) to the value i set in code. this is odd. why would it change the prefaba and thier clones? why do the prefabs not revert after the game has stopped.
next time i Instantiate the objects get the values from last time. am i setting the prefabs and not the clones?
do i have a fundamental programming /logic flow with unity?
i want to clone prefabs from a list
then set the childrens position in space.
then use the parent to move the children from the parents center.
can any one help