lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Oct 30, 2017 19:18:48 GMT
post deleted because didnt get a conclusion
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Post by DarkTonic Dev on Oct 30, 2017 23:44:37 GMT
That code doesn't actually do anything, what are you expecting it to do?
What is the part "do stuff with my object" code? It may not work anyway because disabled Game Objects don't allow certain kinds of code to run.
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Oct 31, 2017 11:18:11 GMT
I ll try something from setparent,
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Post by DarkTonic Dev on Oct 31, 2017 14:33:53 GMT
Not going to work either I think.
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Oct 31, 2017 17:04:44 GMT
answered
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Post by DarkTonic Dev on Oct 31, 2017 17:08:06 GMT
I can't think of any reason to change things on a "next item" before spawning it. Just do it after. Not likely to work anyway since the game object is deactivated and most scripts will not run on a disabled object. Yes, that includes Custom Events.
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Oct 31, 2017 17:11:29 GMT
didnt get a conclusion
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Oct 31, 2017 17:12:49 GMT
I can't think of any reason to change things on a "next item" before spawning it. Just do it after. Not likely to work anyway since the game object is deactivated and most scripts will not run on a disabled object. Yes, that includes Custom Events. i get the message gameobject not a instance, not atached to a gameobject;
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Post by DarkTonic Dev on Oct 31, 2017 17:16:08 GMT
from other autor: i had this transfered as you say to spawn instead of instantiate: for (var i = 1; i <= numofbeams; i++) { //------- from here var beam1Bullet = (GameObject)Instantiate (beam1Prefab); to here ------------// : Transform bolt = PoolBoss.SpawnOutsidePool (beam1Prefab , beam1Prefab.position, beam1Prefab.rotation ); var beam1Bullet = bolt.GetComponent< GameObject >() ; that doesnt work either; First parameter of SpawnOutsidePool is a Transform, not GameObject. A GameObject shouldn't even compile. Pass in beam1Prefab.Transform
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Nov 8, 2017 21:36:06 GMT
keep saying no gameobject atached to it.
why we have to drag prefab to the pool instead of selecting in the asset from where it should be and there is saying that nothing was found? blanked asset?
can i send you my script for you to solve the instanciate / to spawn problem?
it isnt working anyway.
the code is private , and i cant share it.
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lwolf
New Member
Posts: 22
Posts: 22
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Post by lwolf on Nov 8, 2017 22:05:04 GMT
answered
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Post by DarkTonic Dev on Nov 8, 2017 22:34:54 GMT
You can't use any feature of Core GameKit without Pool Boss. Except maybe World Variables. But not very useful. Anyway, this is the Pool Boss only forum. Normal Core GameKit questions should go in the CGK forum here.
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