Hi,
are you sure your find action actually found that gameobject?
Storing prefab reference should be done without finding. instead prefer firing a global event "HELLO I AM HERE" or something, for anyone interested to communicate can get the reference of this event sender, that's the best way to go about this.
so for example, when an enemy prefab is spawend, a fsm on that prefab will fire on start a global event "ENEMY CREATED", your player of anything else in your game that needs to know a new enemy was created and need to keep a reference of it can listen to that event and use "Get event info" and store the "sender" in a gameobject variable.
WARNING: if you delete that enemy, then the reference will be void of course.
bye,
Jean
bye,
Jean
I believe I am doing things wrong could possibly post an example?
Edit I seem to be getting somewhere now, could a prefab(clone) hold a game object variable?
I have a special block that traps a trapped ball, both objects are prefabs and will be created when needed.
The block FSM prefab (clone) will need to have the object variable in order to enable the movement on the trapped ball which will also be a (clone) can I do this?
Ok I tried and it worked out well.
I was able to use the blink action with a timer so this part is now solved.
I no longer need the grenade animation graph example.
However my issue still remains with trying to use a prefab and the set property action.
I still cannot get this setup correctly.
I am not able to set the property to the prefab clone.
help needed please