hi,
I’m making this App for IOS, which needs raining coins in it. No i’ve created a script which instantiates coins over an amount of time and spawns them on a certain area:
#pragma strict
var rangeSpawnFromCentre : int;
var updateCounter : float;
var fallingCoins : float;
var coinsInArea : int;
var coinCounter : int;
var prefabCoin : Transform;
var Coins : GameObject;
var Coin : GameObject;
var force : int;
function Update ()
{
if(PlayerPrefs.GetString("Found") == "true" coinCounter <= 10)
{
updateCounter -=Time.deltaTime;
if(updateCounter < 0.0)
{
updateCounter = fallingCoins;
spawnCoin();
}
}
}
function spawnCoin()
{
coinSpawner(Vector3(this.transform.position.x + Random.Range(-rangeSpawnFromCentre,
rangeSpawnFromCentre), this.transform.position.y,
this.transform.position.z + Random.Range(-rangeSpawnFromCentre, rangeSpawnFromCentre)));
}
function coinSpawner(position : Vector3)
{
Instantiate(Coin, position, Quaternion.identity);
Coins.transform.Rotate(Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180));
Coins.rigidbody.AddForce(Vector3.down * force, ForceMode.Impulse);
coinCounter++;
}
But whenever I instantiate a prefab of a Coin, the game freezes a milisecond. I’ve read about this problem on the forum, so i think instantiating a prefab isn’t the right option for IOS. So what’s the next best alternative to get a coin rain working?