Hey, im a beginner on coding and unity.
so im making a 3D runner game and i have a few blocks and i want to make them spawn randomly in the length of X-Axis so the player would have to run and jump on different blocks and not fall but i want them to spawn in different 1-3 height blocks and i kinda dont know how to write any of that in a script, all i figured was how to spawn blocks and make them move in different direction but that doesnt work because i want him to run to blocks not for blocks to run?. My apologies if this is the wrong place for asking for help ( Or know any toutrials for this)
You’re welcome to see some spawn examples in my MakeGeo package. These scenes all deal with spawning:
./ProcGenStuff/SpawningOverAnArea/SpawningOverAnArea.unity
./ProcGenStuff/SpawningInAGrid/SpawningInAGrid.unity
./ProcGenStuff/SpawnInACircle/SpawnInACircle.unity```
MakeGeo is presently hosted at these locations:
https://bitbucket.org/kurtdekker/makegeo
https://github.com/kurtdekker/makegeo
https://gitlab.com/kurtdekker/makegeo
https://sourceforge.net/p/makegeo
Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:
How to do tutorials properly, two (2) simple steps to success:
Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!
If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.
Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.
Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.
Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!
I understand i’ll try learning stuff more and applying them so they stick, thank you.
Hey, i dont know if im supposed to make a new thread or just reply here so i’ll reply here,i did like u said i was following a tutorial on how to make the blocks spawn randomly but i had a problem
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelGenarter : MonoBehaviour
{
private const float PLAYER_DISTANCE_SPAWN_PART = 100f;
[SerializeField] private Transform father;
[SerializeField] private Transform levelPart;
[SerializeField] private Player player;
private Vector3 lastEndPosition;
private void Awake(){
lastEndPosition = father.Find("EndPosition").position;
int startingSpawnLevelParts = 5;
for (int i = 0; i < startingSpawnLevelParts; i++){
SpawnLevelPart();
}
}
private void update() {
if (Vector3.Distance(player.transform.position, lastEndPosition) < PLAYER_DISTANCE_SPAWN_PART) {
SpawnLevelPart();
}
}
private void SpawnLevelPart() {
Transform lastLevelPartTransform = SpawnLevelPart(lastEndPosition);
lastEndPosition = lastLevelPartTransform.Find("EndPosition").position;
}
private Transform SpawnLevelPart(Vector3 spawnPosition){
Transform levelPartTransform = Instantiate(levelPart, spawnPosition, Quaternion.identity);
return levelPartTransform;
}
}
As u can see this makes the first few blocks spawn manually and then it makes it that when you get near the endpoint by whatever distance u set it will generate a new block, but firstly in the tutorial it had “( if (Vector3.Distance(player.GetPosition(), lastEndPosition) < PLAYER_DISTANCE_SPAWN_PART) )” and that gave me an error code i dont know why, so i tried replacing “GetPosition()” with “tranform.position” it didnt give me any errors but when i ran the game nothing was generated i tried changing the away distance needed for the block to be generated before and it also didnt work, any ideas why it’s not working?
I’ll guess it is because perhaps you’re modifying someone’s tutorials without understanding them first?
Step #2 applies still from above. Nobody here can do that unless they go do the tutorial for you, and then you still wouldn’t know how to do it yourself, so that would be pointless for us.
Errors are actually meaningful. Embrace them and learn how to use them to fix your problems:
The complete error message contains everything you need to know to fix the error yourself.
The important parts of the error message are:
- the description of the error itself (google this; you are NEVER the first one!)
- the file it occurred in (critical!)
- the line number and character position (the two numbers in parentheses)
- also possibly useful is the stack trace (all the lines of text in the lower console window)
Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.
All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.
I understand that, and i did understand the tutorial’s code what it’s doing is putting a line at an end of the object and other one higher than it so it generates the block between them so it comes after the first block and higher, the 2nd thing is it’s making it generate them automatically by detecting the players position and the blocks position and it would generate a block if the player get “Some distance close” and that’s where my issue is, he’s using the line
“GetPosition()” to detect the players position but that didnt work and i did like u did and searched for the error code in google and the only solution that i found was that to change “GetPosition()” to “transform.position” i did that and i wasnt getting any errror codes but the player’s position wasnt getting detected, so that’s what im asking about, i apologize if im bothering u, but really when i write in the forums it would’nt be my first thing to do but its the last.
It sounds like you didn’t understand what GetPosition() does, as you say here:
Those are not the same thing except perhaps by accident, and in this case it seems they are not.
Go back and FIND OUT why “that didn’t work”. When in doubt, print it out. (see below)
I am simply not going to go do whatever tutorial you have found. Either pull apart my functioning spawn code above, or else try a different tutorial. Same two steps apply:
Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:
How to do tutorials properly, two (2) simple steps to success:
Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!
If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.
Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.
Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.
Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!
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.
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
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:
Thanks, i appreciate you taking the time to tell me all that and the Debug.Log() Seems pretty good, oh and btw the i fixed the 1st problem and it still didnt work i searched everywhere and in everyline and still nothing after a good time i found out that i wrote “void update” instead of “void Update”