Spawning is Random

My Spawning

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

public class SpawnManagerNew : MonoBehaviour
{
    [SerializeField]
    private GameObject[] obstacles;
    [SerializeField]
    private float busY = 1.72f;
    private float busZ;

    [SerializeField]
    private int numRows = 0;
    //private int busNumber = 0;


    // Start is called before the first frame update
    void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {
        Spawn();
    }

    private void Spawn()
    {
        while (numRows <= 4)
        {
            busZ = numRows * 30 + 40;

            Vector3 posToSpawn = new Vector3(Random.Range(-1, 2) * 3, busY, busZ);
            Vector3 posToSpawn2 = new Vector3(Random.Range(-1, 2) * 3, busY, busZ);
            int randomObstacleBus = Random.Range(0, 6);

            Instantiate(obstacles[randomObstacleBus], posToSpawn, Quaternion.Euler(0, 90, 0));
            Instantiate(obstacles[randomObstacleBus], posToSpawn2, Quaternion.Euler(0, 90, 0));

            numRows++;
        }
    }
}

works sometimes, other times i spawn too many Game Objects

Not really sure what your question is. You haven’t explained what the goal of this code is, nor how the actual behavior differs from your expectations.

1 Like

How to report your problem productively in the Unity3D forums:

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

You can edit your post above.

I also notice that you’re calling Spawn () every Update() frame. That seems wrong, even if you decrement your work count.

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, consider using Debug.DrawRay() or Debug.DrawLine() to visualize things like raycasts or distances.

You can also put in 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 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.

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

1 Like