I'm making a small game in Unity and part of it it's that glass balls spawn every few seconds and they follow a path composed of targets, and the prefab has these targets specified:
And here is the code:
public class move_to_target : MonoBehaviour
{
public GameObject[] target;
public float speed;
int current = 0;
float radius_target = 1;
// Update is called once per frame
void Update()
{
if (Vector3.Distance(target[current].transform.position, transform.position) < radius_target)
{
current = Random.Range(0, target.Length);
if (current >= target.Length)
{
current = 0;
}
}
transform.position = Vector3.MoveTowards(transform.position, target[current].transform.position, Time.deltaTime * speed);
}
}
So, whenever the ball spawns, it should go for the 1st target, then 2nd and finally the 3rd, but when I load the game, all the balls go to the horizon without stopping.
The problem seems to solve itself when I put the ball/fairy prefab in the scene and load the targets in the scene instead of the prefabs but that isn't the ideal solution.
How can I make it so the balls go to the targets in the scene?