Instantiate loops until unity crashes...

Hey I’m trying to instantiate an object but all it seems to do is keep making clones until unity crashes. I only need 3 clones. What am I doing wrong?

void Start () 
{
	rotation.x = Random.Range(-0.1600f, -0.2200f);
	int startrot = Random.Range(0, 360);
	
	transform.rotation =  Quaternion.Euler(startrot, 0, 0);
	// Array 0=0 1=1 ... 9=9
	for(int i = 0; i < 10; i++)
	{
		myDegrees_=270-(36*i);_

_ Debug.Log(“InputArray” + myDegrees*);_
_
}*_

* for(int c = 0; c < 3; c++)*
* {*
* Instantiate(prefab, new Vector3 (37, 0, 0), Quaternion.identity);//as Transform;*
* Debug.Log ("c= " + c);*
* }*

* }*

3 Answers

3

Weird. I tried the spawning code from above, and don’t seem to be having that problem.

using UnityEngine;
using System.Collections;

public class Spawner : MonoBehaviour {

    public GameObject prefab;
    void Start()
    {
        for (int c = 0; c < 3; c++)
        {
            Instantiate(prefab, new Vector3(37, 0, 0), Quaternion.identity);//as Transform;
            Debug.Log("c= " + c);
        }
    }
}

It spawns all three prefabs for me. Are you getting any warnings?

Hey SirVictory,

Thanks for your reply, I did the same thing as you just made a new prefab and restarded, and its fixed now. Just redid the prefab. The problem was that it just kept making clones in an endless loop for no reason. Bug? :).

Cheers man!

I suppose so :D Those kind of things happen every now and then.

Maybe your script was attached to the initial prefab? Every copy got the script attached to them again, so they keep copying themselves…