private void SelectedCarAction(float selectedIndex) { _selectedCarIndex = (int)selectedIndex; PlayableCar car = _availableCars[_selectedCarIndex]; _carNameLabel.text = car.name; if (_currentRenderedCarGameObject) { DestroyImmediate(_currentRenderedCarGameObject); } GameObject carGameObject = Instantiate(car.carPrefab, _renderRootTransform); carGameObject.transform.localPosition = Vector3.zero; carGameObject.transform.localRotation = Quaternion.identity; Rigidbody carRigidbody = carGameObject.GetComponent <Rigidbody>(); if (carRigidbody) { carRigidbody.useGravity = false; carRigidbody.isKinematic = true; } _currentRenderedCarGameObject = carGameObject; }
private void Awake() { PlayableCar playableCar = GameController.shared.playableCar; GameObject carGameObject = Instantiate(playableCar.carPrefab, Vector3.zero, Quaternion.identity); if (!carGameObject.TryGetComponent(out VehicleBehaviour vehicleBehaviour)) { SceneManager.LoadScene("MainScene", LoadSceneMode.Single); return; } SceneManager.MoveGameObjectToScene(carGameObject, gameObject.scene); GameController.shared.EnableMenuInput(); vehicleBehaviour.enabled = true; DestroyImmediate(gameObject); }