using UnityEngine;
public class BlockSpawner : MonoBehaviour
{
public Transform[] spawnPoints;
public GameObject obstaclePrefab;
int spawnCount = 1;
void Update(){
}
void Start()
{
int randomIndex = Random.Range(0, spawnPoints.Length);
for (int i = 0; i < spawnPoints.Length; i++) {
if(randomIndex != i){
Instantiate(obstaclePrefab, spawnPoints[randomIndex].position, Quaternion.identity);
}
}
}
}
Hey!
The problem seems to be that you select a random index and then Instantiate an object using every index that is NOT that index:
if(randomIndex != i){
I think that what you would want to do is to remove the for loop and instead simply call:
int randomIndex = Random.Range(0, spawnPoints.Length);
Instantiate(obstaclePrefab, spawnPoints[randomIndex].position, Quaternion.identity);
The for loop approach would be great for spawning GameObjects using multiple spawn points.
I hope it helps!
Thanks so much!!!
This worked perfectly, thanks again
Good to hear you’re back on track. Here’s a great strategy for tracking down these kinds of “what on earth is happening!?” problems, which happen all the time while programming:
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
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 put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene
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.
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
You must find a way to get the information you need in order to reason about what the problem is.
Ok thanks I’ll try that next time I find something has no error but is not working
