my infinite 2d world stop spawning

hello, my friends I have a game where my world will spawn no matter where the player go,
after a while, it stops spawning

the way I make the world infinite 3 thing
1- level template in the template has 4 spawn point

2- each spawn point will spawn the same template, so the world will continue spawning in all directions, after checking if there is already spawned level or not
3- spawn object, will spawn the obstacles, etc

the problem, sometime after the spawn point disappears nothing spawns in its place and the world stops spawning like this, as far as I try it random time until it breaks, but after it happens it will happen fast after restarting the game, ex: the first time it takes 10 min, second time will take time 1 min, this will keep happening until I close the unity and re-open it, I don’t have any const variable


also if like the down point stops appearing, the other level above it and under it, have the same problem the down point stops spawning same for the left and right

this is the code I use :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SpawnerManger : MonoBehaviour
{
  
    [SerializeField] private GameObject level;
    [SerializeField] private GameObject destroy_GameObject;
    [SerializeField] private LayerMask layermask;

    private BoxCollider2D point_colider;

    private GameObject player_gameObject;
    private Transform player;


    private float Player_distance;

   private void Awake()
    {

    }
    private void Start()
    {
        player_gameObject = GameObject.FindGameObjectWithTag("Player_");
        player = player_gameObject.transform;
         GetComponent<BoxCollider2D>().enabled= true;

    }

    private void Update()
    {
       // check the distance between player and spawn point
        Player_distance = Vector2.Distance(transform.position, player.transform.position);
        Debug.Log(Player_distance);
        if (Player_distance <= 30)
        {
           spawn_level();
         
        
        }
    }

    ////spawn a level if there is non in the place
    private  void spawn_level()
        {
            RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.up, 1f , layermask );


        if (hit.collider == null)
        {
            Instantiate(level, transform.position, Quaternion.identity);

            StartCoroutine(destroy_point());

        }
        else if (hit.collider.tag == "Earth")
        {
            return;
        }
           
    }

    private IEnumerator destroy_point()
    {
        yield return new WaitForSeconds(1);
        Destroy(destroy_GameObject);
    }

}

also if my way to make the infinite world is wrong or has problems and there is a better way to make the world infinite I will be happy to know it :slight_smile:

What is being assigned in the Destroy_gameObject variable? 8814607--1199494--upload_2023-2-17_10-49-24.png

And how often is the destroy_point function called?

Sounds like you have a bug! Here’s how to get started debugging your code:

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

Once you understand what the problem is, you may begin to reason about a solution to the problem.

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
  • you’re getting an error or warning and you haven’t noticed it in the console window

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 supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

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, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

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

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.