Spawned tree not falling

**I have two scripts, one to give the full tree health (Tree Health), which when it reaches 0 spawns a chopped tree. This works correctly and as expected, but when the chopped tree is spawned, the top half of the tree does not fall over D:! I have applied a capsule collider, a rigid body and the script (Push Tree) to the part of the tree that should fall (the stump stays) but it doesn’t seem to fall. I have also applied a capsule collider to the stump of the cut tree. Anyway, here are the two scripts (C#):

Tree Health:

**

using UnityEngine;

using System.Collections;

public class TreeHealth : MonoBehaviour {

public int Health;
public GameObject FallenTree;
public Camera myCamera;
void Start () {
	myCamera = GameObject.FindObjectOfType<Camera>();
}
void Update ()
{
	if(Health > 0)
	{
		if(Vector3.Distance(transform.position, myCamera.transform.root.transform.position) < 15f)
		{
			if(Input.GetKeyDown(KeyCode.Mouse0))
			{
				Ray ray = new Ray(myCamera.transform.position,myCamera.transform.forward);
				RaycastHit hit;
				if(Physics.Raycast(ray,out hit,15f))
				{
					if(hit.collider.gameObject == gameObject)
					{
						--Health;
					}
				}
			}
		}
	}

	if(Health <= 0)
	{
		Health = 0;
		Destroy(gameObject);
		Instantiate(FallenTree,transform.position,transform.rotation);
	}
}

}

And here is the Push Tree script I am presumably having problems with:

using UnityEngine;

using System.Collections;

public class PushTree : MonoBehaviour {
public float Force;
public Camera MyCamera;

void Start ()
{
	MyCamera = GameObject.FindObjectOfType<Camera>();
	GetComponent<Rigidbody>().AddTorque(MyCamera.transform.right * Force,ForceMode.Impulse);
}

// Update is called once per frame
void Update () {

}

}

If no one can find the problem in this code then any suggestions about the prefabs would also be gladly appreciated! :slight_smile:

Try moving your PushTree Start() code to Awake(). Instantiated objects and Start() sometimes have issues, sorry I can’t explain the details but try it.