when the prefab gets instantiated into the scene it loses the filled game object fields that were filled with scene items.
here is the code im using:
this is how to instantiate the player using photon servers (what i am using)
public GameObject playerToSpawn;
PhotonNetwork.Instantiate(playerToSpawn.name, spawnPoint.position, Quaternion.identity);
There are 2 buttons i need you to fix: a Shoot button and a Hit button (those are the names). Here is the code for them:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootButton : MonoBehaviour
{
//i made this script for the button incase you may
have
needed it
}
Here is the shooting script attached to the player:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Weapon : MonoBehaviour
{
public Transform firePoint;
public GameObject bulletPrefab;
public Button ShootButton;
void Start()
{
ShootButton.onClick.AddListener(ShootButtonTrue);
}
void ShootButtonTrue()
{
Shoot();
}
void Shoot()
{
Instantiate(bulletPrefab, firePoint.position,
firePoint.rotation);
}
}
Here is the hitting script attached to the Hit button
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HitButton : MonoBehaviour
{
}
And here is the Player Combat script using for hitting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerCombat : MonoBehaviour
{
public Animator animator;
public Button AttackButton;
public Transform attackPoint;
public float attackRange = 0.5f;
public LayerMask enemyLayers;
void Start()
{
AttackButton.onClick.AddListener(AttackButtonTrue);
}
void AttackButtonTrue()
{
Attack();
}
void Attack()
{
animator.SetTrigger("Attack");
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);
foreach(Collider2D enemy in hitEnemies)
{
Debug.Log("u hit someone :O");
enemy.GetComponent<Health>().TakeDamage(15);
}
}
void OnDrawGizmosSelected()
{
if (attackPoint == null)
return;
Gizmos.DrawWireSphere(attackPoint.position, attackRange);
}
}
if you need any other pieces of code just ask
thanks in advance, i will mark the answer as an answer if its a good answer