how to spawn a prefab with filled object fields from scene

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The game is working correctly and there arent any other issues apart from the fact that the public fields from the players scripts that are supposed to be filled with game objects from the scene arent filled and im not sure how to do that.

heres an example from one of the scripts: image

and heres what it should look like: image

the joystick area from the second image is from the scene, not an asset: image

here is the code im using:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MovePlayer : MonoBehaviour
{

public MovementJoystick movementJoystick;
public int playerSpeed;
private Rigidbody2D rb;
bool facingRight = true;
public Animator animator;
public float interval;

// Start is called before the first frame update
void Start()
{
    rb = GetComponent<Rigidbody2D>();
    playerSpeed = 7;
    interval = 10;
}

// Update is called once per frame
void FixedUpdate()
{
    if (movementJoystick.joystickVec.y != 0)
    {
        rb.velocity = new Vector2(movementJoystick.joystickVec.x * playerSpeed, movementJoystick.joystickVec.y * playerSpeed);
        animator.SetFloat("speed", Mathf.Abs(movementJoystick.joystickVec.x));
    }
    else
    {
        rb.velocity = Vector2.zero;
        animator.SetFloat("speed", Mathf.Abs(0));
    }

    if (movementJoystick.joystickVec.x < 0 && !facingRight)
    {
        Flip();
    }
    if (movementJoystick.joystickVec.x > 0 && facingRight)
    {
        Flip();
    }
}

void Update()
{
    if (playerSpeed == 14 && interval > 0)
    {
        interval -= Time.deltaTime;
    }

    else
    {
        playerSpeed = 7;
        interval = 10;
    }
}

void Flip()
{
    transform.Rotate(0f, 180f, 0f);

    facingRight = !facingRight;
}

public void SpeedControl(int newplayerSpeed)
{
    playerSpeed = newplayerSpeed;
}
}


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class MovementJoystick : MonoBehaviour
{

public GameObject joystick;
public GameObject joystickBG;
public Vector2 joystickVec;
private Vector2 joystickTouchPos;
private Vector2 joystickOriginalPos;
private float joystickRadius;

// Start is called before the first frame update
void Start()
{
    joystickOriginalPos = joystickBG.transform.position;
    joystickRadius = joystickBG.GetComponent<RectTransform>().sizeDelta.y / 2;
}

public void PointerDown()
{
    joystick.transform.position = Input.mousePosition;
    joystickBG.transform.position = Input.mousePosition;
    joystickTouchPos = Input.mousePosition;
}

public void Drag(BaseEventData baseEventData)
{
    PointerEventData pointerEventData = baseEventData as PointerEventData;
    Vector2 dragPos = pointerEventData.position;
    joystickVec = (dragPos - joystickTouchPos).normalized;

    float joystickDist = Vector2.Distance(dragPos, joystickTouchPos);

    if (joystickDist < joystickRadius)
    {
        joystick.transform.position = joystickTouchPos + joystickVec * joystickDist;
    }

    else
    {
        joystick.transform.position = joystickTouchPos + joystickVec * joystickRadius;
    }
}

public void PointerUp()
{
    joystickVec = Vector2.zero;
    joystick.transform.position = joystickOriginalPos;
    joystickBG.transform.position = joystickOriginalPos;
}
}

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 also 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

1 Answers

There are multiple ways to achieve this. For example, you can make your joystick singleton and assign that to the player upon spawn. If you have multiple joysticks in the scene, you can group them under the same parent object and make that parent singleton.

Assuming you only have one joystick in the scene, add this into your joystick class:

public static MovementJoystick Instance { get; private set; }
void Awake()
{
    if (Instance != null && Instance != this)
    {
        Destroy(this);
    }
    else
    {
        Instance = this;
    }
}

In your player class, add this:

void OnEnable()
{
    if( movemaneJoystick == null)
    {
        movementJoystick = MovementJoystick.Instance;
    }
}
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