Spawn Manager with specific prefabs for specific spawn locations

I need to use 4/8 different spawning points in 360 degree around the player. Each time something spawns it makes its way to the player and then de-spawns once it hits/or goes past the player or the player hits it.

At the current state of my game I have a spawn manager working and it can spawn to several different locations an array of prefabs. But my script for moving the prefabs toward the player is on the prefabs (Depending on where they are moving they have to move a different direction right?)

So now I am trying to design a system that uses several different spawn managers all working independently of each other and use some sort of bool to say whether they are allowed to spawn…

but i think it might be easier to set up the original cube manager script to have the ability to spawn specific range of prefabs depending on the spawn location which would be random of course.

Here is the script to the cube manager Any help would be amazing!

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

public class CubeSpawnManager : MonoBehaviour
{
    public GameObject[] Spawnpoints;
    public GameObject[] Cubeprefabs;
    private int index;
    private int indexcube;

    public float timeRate;

    void Start()
    {
        StartCoroutine(CreateCubes());
    }


    private IEnumerator CreateCubes()
    {
        while (true)
        {
            index = Random.Range(0, 4);
            indexcube = Random.Range(0, 2);
            GameObject cube = Instantiate(Cubeprefabs[indexcube], Spawnpoints[index].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
            cube.transform.SetParent(transform);
            yield return new WaitForSeconds(timeRate);
        }

Sounds good… break it down, start implementing it, when you have problems, isolate and fix them.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

As you work, 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
  • 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.

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

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

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