Similar to most people on here I’m fairly new to the unity scene and I’m attempting to create a specific mechanism in my game: I want to create a bush where I can spawn fruit items from; the fruit on the bush take a specific amount of time to grow and can’t be interacted with until they’re fully grown. Once grown as soon as you grab the fruit, it spawns another in the position of the original to repeats the cycle.
However, how the code works is it spawns a first fruit, grows and interacts once grown but once I grab the first fruit, the plant stops growing and just shows the fully grown object(however after every time you grab that fruit it spawns another fruit as intended) ,this object doesn’t react with gravity unlike the original which applies gravity after interaction.
The object is a prefab and contains the following script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class GrowthScript : MonoBehaviour
{
Collider ObjectCol;
[SerializeField]
private GameObject Item;
public int GrowTime = 6;
public float MinSize = 0.1f;
public float MaxSize = 1f;
public float Timer = 0f;
private XRGrabInteractable grabInteractable = null;
public bool IsMaxSize = false;
public bool CanRegrow = false;
// Start is called before the first frame update
void Start()
{
Debug.Log("Growing");
IsMaxSize = false;
ObjectCol = GetComponent<Collider>();
// if the plant isnt full size, it starts a routine to grow
if (IsMaxSize == false)
{
ObjectCol.enabled = !ObjectCol.enabled;
StartCoroutine(Grow());
}
}
private void Awake()
{
grabInteractable = GetComponent<XRGrabInteractable>();
grabInteractable.onSelectEntered.AddListener(Obtain);
}
private IEnumerator Grow()
{
Vector3 startScale = new Vector3(MinSize, MinSize, MinSize);
Vector3 maxScale = new Vector3(MaxSize, MaxSize, MaxSize);
do
{
transform.localScale = Vector3.Lerp(startScale, maxScale, Timer / GrowTime);
Timer += Time.deltaTime;
yield return null;
}
while (Timer < GrowTime);
IsMaxSize = true;
CanRegrow = true;
Debug.Log("Grown");
ObjectCol.enabled = !ObjectCol.enabled;
}
private void Obtain(XRBaseInteractor interactor)
{
if (CanRegrow == true)
{
GameObject instance = Instantiate(Item, transform.position, transform.rotation) as GameObject;
CanRegrow = false;
}
}
}
It would be Deeply appreciated if I could receive help on why the prefab doesn’t run the code on respawn or a way to solve the problem.
Much appreciated (Good Luck)