Hello,
I have a spawn object on scene that is currently disable. When the player walks into a trigger box somewhere in the scene, the spawn object is set to active, and then spawns a car gameobject. The car gameobject is a NavMeshAgent and it drives around a route of checkpoints. When the Car reaches the last checkpoint, it does a setActive() = false on the spawn.
I can the walk into the trigger box again to renable the car spawn, however it does the instantiate the car prefab the second time round.
Am I right in assuming that toggling the active state of a gameobject does not rexecute code that’s in the Start/Awake function?
Hope that makes sense
-Tareq