Hey,
I didn’t really knew how to call the question or whatever this is.
I have a script called “DebugSpawner” - some script to spawn some items in the environment and two additional script called “SpawnerScript” and “DebuggingSpawner”.
You may know what I want to do but let me tell you
The spawner has some properties to be filled. Things like
public GameObject SpawnItem;
public SpawnerScript SpawnScript;
public float SpawnTime = 1500;
public float TimeRandom = 5;
public float Radius = 10;
public float PlayerRadius = 150;
Basically there is no problem without the public SpawnerScript SpawnScript;
this really doesn’t want to work like I want it to work.
If I’m assigning a script through the editor which inherits from SpawnerScript
the property keeps the value of “None (SpawnerScript)”.
My SpawnerScript is like
public abstract class SpawnerScript : MonoBehaviour {
}
The DebuggingSpawner looks like
public class DebuggingSpawner : SpawnerScript {
void Update () {
Vector2 randPos = Random.insideUnitCircle;
gameObject.transform.position += new Vector3 ( randPos.x * 5, 0, randPos.y * 5 );
}
}
Some images to show you what I’m talking about.
There you see that I’m able to select the right script but this is what is happening:
It keeps the value of “None”:
Any help for this or how I can fix it?