I got script that chooses a new way-point when its triggered. It currently works but the clones that are spawning instantiate with another clones way-point and not the default way-point 0. How can I make each clone not effect each other?
private var waypoint = 0;
function OnTriggerEnter (other : Collider) {
if (other.CompareTag("WayPointCube")){
spot = Random.Range(0,2);
Debug.Log("Hit");
switch(spot){
case 1:
waypoint = 2;
break;
case 2:
waypoint = 1;
break;
case 0:
waypoint = 0;
break;
}
}
Quite certainly, what happens is that somehow all instances are ‘sharing’ the waypoint structure.
Since I guess you’re using a script that’s attached to a gameobject in the scene, and you somehow use that gameobject for all your instances… well, since there’s -one- instance, there can be only -one- waypoints list!
The answer to your question is: create a “prefab out of the waypoints” and pass it as a “parameter” to your gameobjects after creation.