Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Camera target and instantiated prefab

Discussion in 'Scripting' started by GusM, Nov 19, 2007.

  1. GusM

    GusM

    Joined:
    Aug 27, 2005
    Posts:
    585
    I have a character I switch to a rigidbody with a key. And I have a camera with stock smoothfollow and smoothlookat scripts. I am trying to switch their targets to the instantiated object, but I just cannot get it.

    I guess what I need is a version of the two mentioned camera scripts with a "find object with tag" function as a target. But I am too noob to figure it out.

    Any help will be really apreciated.
     
  2. Brian-Kehrer

    Brian-Kehrer

    Joined:
    Nov 7, 2006
    Posts:
    409
    Just one object? Or a bunch of instantiated objects?

    In the camera scripts, all of them should be in terms of 'target'
    Here is my easy way to switch--if you put this in the same script it should work.

    Make sure when you instantiate a new object, you set theObject.transform = newInstantiatedObject.transform

    Code (csharp):
    1.  
    2. //call this when you want to switch targets
    3. function ChangeTarget(){
    4.  
    5. if (target == player.transform){
    6.    target = theObject.transform;
    7.    return;
    8.    }
    9. if (target == theObject.transform){
    10.    target = player.transform;'
    11.    return;
    12.   }
    13. //in case the camera is lost
    14.  target = player.transform;
    15. }
    16.  
     
unityunity