Help with spawning (858973)

Hello, I’m making a endless runner and right now I am trying to make the powerups to spawn but they spawn constantly.

    public Transform[] spawnlocations;
    public GameObject[] whatToSpawnPrefab;
    public GameObject[] whatToSpawnClone;

    public GameObject Player;

    void FixedUpdate()
    {
        if (Player.transform.position.x > 0)
        {
            StartCoroutine(spawnSomething());

        }
    }

    IEnumerator spawnSomething()
    {
            whatToSpawnClone[0] = Instantiate(whatToSpawnPrefab[0], spawnlocations[0].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;

            yield return new WaitForSeconds(10f);
    }
  
  
    }

7579618–939382–PowerUpSpawner.cs (702 Bytes)

Also i have for now 2 prefabs i would also like to know how to make them both spawn 1 or the other but not at the same time.

Currently you’re starting a new spawn coroutine every frame if the player’s x position is > 0.

You could change your coroutine to be an infinite loop, like

IEnumerator spawnSomething()
    {
           while (true)
           {

            whatToSpawnClone[0] = Instantiate(whatToSpawnPrefab[0], spawnlocations[0].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;

           //Do any condition checks here before spawning
            yield return new WaitForSeconds(10f);
           }           
    }

Then call it with StartCoroutine in Start() instead of FixedUpdate().

int prefabIndex = Random.Range(0, whatToSpawnPrefab.Length);
var prefab = whatToSpawnPrefab[prefabIndex];

It’s exactly because of the reason @PanicEnsues lists above.

Here is some timing diagram help:

https://docs.unity3d.com/Manual/ExecutionOrder.html

ALSO, anytime you have code that misbehaves, remember this:

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3