Unity not updating global variable when updated from function
09:53 23 May 2020

I am having trouble updating my vector2 data from my function. The objective of this vector2 is to save the dead enemy position but when I use it globally it goes to 0,0 when inside the function it has the right values.

Heres is the code:

private Vector2 enemyPosition;

void Update()
{
    Debug.Log("enemyPosition update: " + enemyPosition);
    gameObject.transform.position = Vector2.MoveTowards(transform.position, enemyPosition, blobSpeed * Time.deltaTime);
}

public void createBlobMelee(GameObject enemy)
{
    enemyPosition = new Vector2(enemy.transform.position.x, enemy.transform.position.y);
    Debug.Log("enemyPosition: " + enemyPosition);
    randomBlobx = Random.Range(-1, 1);
    randomBloby = Random.Range(-1, 1);
    Vector2 randomBlobCreate = new Vector2(enemy.transform.position.x + randomBlobx, enemy.transform.position.y + randomBloby);
    Instantiate(gameObject, randomBlobCreate, Quaternion.identity);
}

And this is the results from the debug console:

Debug console

c# unity-game-engine