To say the question very compactly:
public Vector3 playerSpawnValues;
public GameObject player;
void Awake() {
Vector3 playerSpawnPosition = new Vector3(playerSpawnValues.x, playerSpawnValues.y, playerSpawnValues.z);
Quaternion playerSpawnRotation = Quaternion.identity;
Instantiate(player, playerSpawnPosition, playerSpawnRotation); //works to here.
player.GetComponent<PlayerController>().enabled = false;
player.GetComponent<AlternativePlayerController>().enabled = false;
if (player == null)
{
Debug.Log("player er null");
}
else
{
Debug.Log("player er ikke null");//works
}
This code only turns off the two scripts on the prefab not the clone that I actually use in the game which means it has no effect since it is the clone that is actually used. Why and how do I fix it so the clone is affected by turning off the script and not only the prefab, can someone please tell me that.
And one last thing if I select the prefab while running the game and deselect the two scripts nothing happens, if I do the same with the clone I get a response.