Memory overload on for loop - c#

I am making an object spawn script in which on the start of the script the spawning function is called and in it is a for loop which creates an object each iteration. It first picks a random X position for it and then checks if it is in a range of another prefabs coordinates so they don't spawn too close or worse, one in each other. If it is in the same coordinates as another prefab it will return 0 and this same goes out for the Z axis too. It also picks a random Y axis rotation so it doesn't all face the same direction. After this it spawns the prefab and sets it's coordinates and rotation after which it check if the coordinates in the X or Z axis are 0, and if any of those two are 0 it goes back one iteration and the last object to be spawned is destroyed so it doesn't flood. This works perfectly but when you want to set it to spawn too much objects it floods the RAM because there is nowhere to spawn more objects. I tried finding the highest X position and highest Z position and multiplying them, and setting them both to positive, and then dividing them by the space between the prefabs but this doesn't work as it sets it to a really really high number. How would you fix this?
Script:
using UnityEngine;
using System.Collections;
public class PrefabSpawner : MonoBehaviour {
public int amountOfPrefabs;
public int maxAmountOfPrefabs;
private int currentSpawnedPrefab;
public float spaceBetweenPrefabs;
private float positionX;
private float positionZ;
private float maxPositionX;
private float maxPositionZ;
private float multipliedPosXZ;
private bool previousSpawnHadZero;
public GameObject prefab;
private GameObject point1;
private GameObject point2;
private GameObject currentSpawn;
private Vector2[] positions;
void Start () {
currentSpawnedPrefab = 0;
previousSpawnHadZero = false;
point1 = gameObject.transform.GetChild (0).gameObject;
point2 = gameObject.transform.GetChild (1).gameObject;
if (point1.transform.position.x > point2.transform.position.x)
maxPositionX = point1.transform.position.x;
else
maxPositionX = point2.transform.position.x;
if (point1.transform.position.z > point2.transform.position.z)
maxPositionZ = point1.transform.position.z;
else
maxPositionZ = point2.transform.position.z;
multipliedPosXZ = maxPositionX * maxPositionZ;
if (multipliedPosXZ < 0)
multipliedPosXZ += multipliedPosXZ + multipliedPosXZ;
maxAmountOfPrefabs = Mathf.FloorToInt (multipliedPosXZ / spaceBetweenPrefabs);
if (amountOfPrefabs > maxAmountOfPrefabs)
amountOfPrefabs = maxAmountOfPrefabs;
point1.GetComponent<MeshRenderer> ().enabled = false;
point2.GetComponent<MeshRenderer> ().enabled = false;
gameObject.GetComponent<MeshRenderer> ().enabled = false;
positions = new Vector2[amountOfPrefabs];
SpawnPrefabs (amountOfPrefabs);
}
void SpawnPrefabs (int amount) {
for (int i = 0; i < amount; i++) {
if(previousSpawnHadZero)
i -= 1;
currentSpawn = (GameObject)Instantiate (prefab);
positionX = GetRandomPositionX ();
positionZ = GetRandomPositionZ ();
currentSpawn.transform.position = new Vector3 (positionX, this.transform.position.y + currentSpawn.transform.localScale.y, positionZ);
currentSpawnedPrefab += 1;
if (positionX == 0 || positionZ == 0) {
previousSpawnHadZero = true;
currentSpawnedPrefab -= 1;
Destroy (currentSpawn);
}
if (positionX != 0 && positionZ != 0) {
previousSpawnHadZero = false;
positionX = 0;
positionZ = 0;
}
}
}
IEnumerator Pause () {
yield return null;
}
float GetRandomPositionX () {
//Finds a random position for the X axis and then checks it and returns either 0 if the position is taken or the position if not
}
float GetRandomPositionZ () {
//Finds a random position for the Z axis and then checks it and returns either 0 if the position is taken or the position if not
}
bool CheckPositionAvailable (float pos, int axis) {
//Checks if the position is available.
}
}

Code is really long to debug but the problem is clearly visible and is from the SpawnPrefabs function. Currently, when you instantiate a prefab, you check if the generated position is 0. If 0, you subtract 1 from the i in the for loop then destroy the instantiated object and then start the for loop again from the current loop-1.
So the combination of Instantiate, Destroy and repeating it over again in the for loop is causing the memory issue.
What to do:
You have to re-write the whole function and this will require modification in your whole code too. Do not instantiate and destroy object in that loop unless when needed.
1.In the Start() function, create one prefab.
2.Make it to be invisible in the scene by disabling its mesh/sprite renderer.
3.Use that prefab in the for loop to check if the generated position is valid. If it is valid, you can now create/instantiate an object in the loop.
This prevents instantiating and destroying objects in the loop when you only create objects when if (positionX != 0 && positionZ != 0) .

Related

Set behaviours(script a) controlled by booleans(script b) based on Time.time (flocking system)

I am working on a flocking system in Unity and am new to c#. I am working with 2 scripts - 1 that manages the overall flock (FlockTest) and the other that manages particle behaviour (FlockParticleBehaviour). I have followed a tutorial which has public boolean values that control seeking behaviour in FlockParticleBehaviour through FlockTest. In play mode, I can toggle these booleans to change the goal seeking behaviour. However, I want to automate this toggling based on time (To add it to an AR session). I have added an if statement to void Update() in the FlockTest and when I hit play, the seekGoal and obedient boolean boxes switch on and off but nothing happens to the particles. I have tried using an invoke method which didn't work(no errors but boxes dont switch on and off) and thought about trying a coRoutine but I am not sure this will work since I don't want to stop and start my script. I am at a loss as to how to get the particles obeying the boolean in update. Am I meant to be referencing in my particle behaviour script's flock function? Very new so would love some help if anyone knows a better way forward!
FlockTest script (contains if statement)
using System.Collections.Generic;
using UnityEngine;
public class FlockTest : MonoBehaviour
{
public GameObject[] particles;
public GameObject particlePrefab;
public int particleCount = 10;
public Vector3 range = new Vector3(5,5,5);
public Vector3 innerLimit = new Vector3(1,1,1);
public bool seekGoal = true;
public bool obedient = true;
public bool willful = false;
[Range(0, 200)]
public int neighbourDistance =50;
[Range(0,2)]
public float maxForce = 0.5f;
[Range(0,5)]
public float maxvelocity = 2.0f;
// Start is called before the first frame update
void Start()
{
int time = (int)Time.time;
particles = new GameObject[particleCount];
for(int i = 0; i < particleCount; i++)
{
Vector3 particlePos = new Vector3(Random.Range(-range.x, range.x), Random.Range(-range.y, range.y), Random.Range(-range.z, range.z));
particles[i] = Instantiate(particlePrefab, this.transform.position + particlePos, Quaternion.identity) as GameObject;
particles[i].GetComponent<FlockParticleBehaviour>().manager = this.gameObject;
}
}
void Update()
// the toggles in the inspector are changing but nothing is happening with the particles.
{
int time = (int)Time.time;
if(time == 3f) {
seekGoal = false;
obedient = false;
willful = true;
}
if(time == 6f)
{
seekGoal = true;
obedient = true;
willful = false;
}
}
}
FlockParticleBehaviour script
using System.Collections.Generic;
using UnityEngine;
public class FlockParticleBehaviour : MonoBehaviour
{
public GameObject manager;
public Vector3 location = Vector3.zero;
public Vector3 velocity;
Vector3 goalPos = Vector3.zero;
Vector3 currentForce; //this is a current force position. pushes particle around by adding all the other forces
// Start is called before the first frame update
void Start()
{
velocity = new Vector3(Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f));
location = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, this.gameObject.transform.position.z);
}
Vector3 seek(Vector3 target)
{
return(target - location);
}
void applyForce(Vector3 f)
{
Vector3 force = new Vector3(f.x, f.y, f.z);
if(force.magnitude > manager.GetComponent<FlockTest>().maxForce)
{
force = force.normalized;
force *= manager.GetComponent<FlockTest>().maxForce;
}
this.GetComponent<Rigidbody>().AddForce(force);
if(this.GetComponent<Rigidbody>().velocity.magnitude > manager.GetComponent<FlockTest>().maxvelocity)
{
this.GetComponent<Rigidbody>().velocity = this.GetComponent<Rigidbody>().velocity.normalized;
this.GetComponent<Rigidbody>().velocity *= manager.GetComponent<FlockTest>().maxvelocity;
}
Debug.DrawRay(this.transform.position, force, Color.white);
}
Vector3 align()
{
float neighbourdist = manager.GetComponent<FlockTest>().neighbourDistance;
Vector3 sum = Vector3.zero;
int count = 0;
foreach (GameObject other in manager.GetComponent<FlockTest>().particles)
{
if(other == this.gameObject) continue;
float d = Vector3.Distance(location, other.GetComponent<FlockParticleBehaviour>().location);
if (d < neighbourdist) {
sum += other.GetComponent<FlockParticleBehaviour>().velocity;
count++;
}
}
if (count >0)
{
sum /= count;
Vector3 steer = sum - velocity;
return steer;
}
return Vector3.zero;
}
Vector3 cohesion()
{
float neighbourdist = manager.GetComponent<FlockTest>().neighbourDistance;
Vector3 sum = Vector3.zero;
int count = 0;
foreach (GameObject other in manager.GetComponent<FlockTest>().particles)
{
if(other == this.gameObject) continue;
float d = Vector3.Distance(location, other.GetComponent<FlockParticleBehaviour>().location);
if(d < neighbourdist)
{
sum += other.GetComponent<FlockParticleBehaviour>().location;
count++;
}
}
if (count > 0)
{
sum /= count;
return seek(sum);
}
return Vector3.zero;
}
void flock()
{
location = this.transform.position;
velocity = this.GetComponent<Rigidbody>().velocity;
if(manager.GetComponent<FlockTest>().obedient && Random.Range(0,50) <=1)
{
Vector3 ali = align();
Vector3 coh = cohesion();
Vector3 gl;
if(manager.GetComponent<FlockTest>().seekGoal)
{
gl = seek(goalPos);
currentForce = gl + ali +coh;
}
else
currentForce = ali + coh;
currentForce = currentForce.normalized;
}
if(manager.GetComponent<FlockTest>().willful && Random.Range(0,50)<=1)
{
if(Random.Range(0,50)<1) //change direction
currentForce = new Vector3(Random.Range(0.01f, 0.1f), Random.Range(0.01f, 0.1f),Random.Range(0.01f, 0.1f));
}
applyForce(currentForce);
}
// Update is called once per frame
void Update()
{
flock();
goalPos = manager.transform.position;
}
}
Several points:
it is much easier and cleaner to set your flock manager directly as FlockTest, not GameObject to avoid GetComponent calls.
I cannot understand what you want to achieve by calling (int)Time.time and comparing it later with 3 and 6. Time.time returns the number of seconds that passed from the start of the application. So your code in Update method of FlockTest script will not have any chance to be called after the seventh second of your game passed. So obedient will always be true and willful will always be false after the seventh second.
Your Random.Range(0, 50) <= 1 is quite a low chance. It will return an int value from 0 to 49, so it is only a 2% chance that your changes in FlockTest will apply to FlockParticleBehaviour instance. Is it what you wanted to get? You can try to remove this random from the if statement to make this chance 100% and check if this is an issue.
Right now it seems like the chance of changing something is too low to see it in several seconds of the game. As I've said above, after the seventh second your bool values will never change.

Why the speed variable have no factor when changing in the inspector the value in run time ? How to update positions and make nonstop moving?

The main goal is to move the object between the positions with a delay. This is working fine but other things are not working.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Waypoints : MonoBehaviour
{
public GameObject objectPrefab;
public LineRenderer lineRenderer;
public List<Transform> pointsToMove;
public float speed;
public bool go = false;
private List<GameObject> objectsToMove;
private List<Vector3> positions;
void Start()
{
objectsToMove = new List<GameObject>();
//Spawn objects and start movement
}
private void Update()
{
if (go && lineRenderer.positionCount > 0 && CurvedLineRenderer.linesSet)
{
positions = GetLinePointsInWorldSpace();
foreach(Transform objToMove in pointsToMove)
{
positions.Add(objToMove.position);
}
for (int i = 0; i < 3; i++)
{
objectsToMove.Add(Instantiate(objectPrefab, transform.parent));
StartCoroutine(Move(i));
}
go = false;
}
}
private IEnumerator Move(int i)
{
//Wait interval
yield return new WaitForSeconds(i * 10);
bool stillTraveling = true;
int pointIndex = 0;
float threshold = 0.1f;
while (stillTraveling)
{
//Check if close to point
if (Vector3.Distance(objectsToMove[i].transform.position, positions[pointIndex]) < threshold)
{
//Check if can move next point
if (pointIndex + 1 > positions.Count - 1)
{
stillTraveling = false;
}
//If not stop moving
else
{
pointIndex++;
}
}
//Move towards point
objectsToMove[i].transform.position = Vector3.MoveTowards(objectsToMove[i].transform.position, positions[pointIndex], speed * Time.deltaTime);
yield return null;
}
}
List<Vector3> GetLinePointsInWorldSpace()
{
var pointsToMove = new Vector3[lineRenderer.positionCount];
//Get the positions which are shown in the inspector
lineRenderer.GetPositions(pointsToMove);
//the points returned are in world space
return pointsToMove.ToList();
}
}
I'm updating once the positions in the Update.
I'm using StartCoroutine once in the Update to send the objects to move between the waypoints with a delay.
private void Update()
{
if (go && lineRenderer.positionCount > 0 && CurvedLineRenderer.linesSet)
{
positions = GetLinePointsInWorldSpace();
foreach(Transform objToMove in pointsToMove)
{
positions.Add(objToMove.position);
}
for (int i = 0; i < 3; i++)
{
objectsToMove.Add(Instantiate(objectPrefab, transform.parent));
StartCoroutine(Move(i));
}
go = false;
}
}
It's working by sending the objects to move with delay between the waypoints, but now I have some other problems.
Because I'm using StartCoroutine for the delay and because I'm setting the go flag to false then the speed value have no affect on the moving objects at run time and I'm not sure how to solve it so the speed will have a factor affecting the moving objects.
Another problem or not a problem but not sure how to do it is how to Update in run time the positions List ? Here in the Update I'm updating the List once :
positions = GetLinePointsInWorldSpace();
foreach(Transform objToMove in pointsToMove)
{
positions.Add(objToMove.position);
}
but I want that if the amount of positions in the function GetLinePointsInWorldSpace or/and the amount of pointsToMove have changed to update the positions List at rune time. I could just call this part in the update nonstop but I'm not sure of it will be too expensive ?
Last problem or how to do is how to make the object to move to move between the waypoints non stop over again from the start or moving backward when getting the last waypoint ? Again because using StartCoroutine for the delay everything is happening once.
If you want to move an object from one point to another, you should use Mathf.Sin(). The is using the sine function, and you put in the amount of cycles times Mathf.PI times 2. Here is what you would write:
float period = 2f;
Vector3 a; //the first point the object goes to
Vector3 b; //the second point that the object goes to
void Update()
{
float cycles = period * Time.time * Mathf.PI;
float amplitude = Mathf.Sin(cycles);
Vector3 location = Vector3.Lerp(a, b, amplitude);
Transform.position = location;
}
I then use Vector3.Lerp to interpolate between point a and point b. This isn’t what you were doing, but it is a much simpler way you can do it.
Vector3 a; //the first point the object goes to
Vector3 b; //the second point that the object goes to
void Update()
{
float cycles = period * Time.time;
Vector3 location = Vector3.Lerp(a, b, cycles);
Transform.position = location;
}
This one is for bringing the object just strait to point b and not back.
If you want there to be a delay between when it moves, here is the script:
float period = 2f;
float waitTime;
bool AtoB = true;
Vector3 a; //the first point the object goes to
Vector3 b; //the second point that the object goes to
void Start()
{
StartCoroutine(“Oscillator”);
}
IEnumerator Oscillator
{
float amplitude;
if (AtoB)
{
amplitude += Time.deltaTime * period;
}
else
{
amplitude -= Time.deltaTime * period;
}
amplitude = Mathf.Clamp(amplitude, 0, 1);
Vector3 location = Vector3.Lerp(a, b, amplitude);
Transform.position = location;
if (amplitude == 1)
{
AtoB = false;
yield return new WaitForSeconds(waitTime);
}
if else (amplitude == 0)
{
AtoB = true;
yield return new WaitForSeconds(waitTime);
}
else
{
yield return false;
}
}

Instantiate predefined number of object along a raycast in Unity

I have a raycast that's being rendered every frame based on 2 points, and those 2 points change position each frame.
What I need is a system that doesn't need a direction, or a number of objects, but instead takes in 2 points, and then instantiates or destroys as many objects as necessary to get the instantiated objects from one side to another minus spaceBetweenPoints. If you wanted you could think of it as an Angry Birds Style slingshot HUD, except without gravity, and based on raycasts.
My Script:
public int numOfPoints; // The number of points that are generated (This would need to chnage based one the distance in the end)
public float spaceBetweenPoints; // The spacing between the generated points
private GameObject[] predictionPoints; // The prefab to be gernerated
private Vector2 firstPathStart; // The starting point for the raycast (Changes each frame)
private Vector2 firstPathEnd; // The ending point for the raycast (Changes each frame)
void start()
{
predictionPoints = new GameObject[numOfPoints];
for (int i = 0; i < numOfPoints; i++)
{
predictionPoints[i] = Instantiate(predictionPointPrefab, firePoint.position,
Quaternion.identity);
}
}
void Update
{
Debug.DrawLine(firstPathStart, firstPathEnd, UnityEngine.Color.black);
DrawPredictionDisplay();
}
void DrawPredictionDisplay()
{
for (int i = 0; i < numOfPoints; i++)
{
predictionPoints[i].transform.position = predictionPointPosition(i * spaceBetweenPoints);
}
}
Vector2 predictionPointPosition(float time)
{
Vector2 position = (Vector2)firstPathStart + direction.normalized * 10f * time;
return position;
}
The current system simply takes in a starting position, a direction, and then moves a preset number of objects in that direction based on time. This way of doing it also causes problems because it's endess instead of only going till the end of the raycast: (Pardon my drawing skills)
Blue line = raycast
Black dots = instantiated prefab
Orange dot = raycast orange
Green dot = end of raycast
Notes:
direction is the momentum which I set in the editor, I needed it to put together what I currently have working, but it shouldn't be necessary when running based on points.
If you ask me I would say it is kinda easy if you know little bit of Math trickery. I'm not saying that I'm very good at Math, but once you get it it's kind of easy to pull off next time. Here if I try to explain everything, i won't be able to explain clearly. Take a look as the code below I've commented the whole code so that you can understand easily.
Basically I used a Method called Vector2.Lerp() Liner Interpolation, which means that this method will return value between point1, and point2 based on the value of 3rd argument t which goes from 0 to 1.
public class TestScript : MonoBehaviour
{
public Transform StartPoint;
public Transform EndPoint;
public float spaceBetweenPoints;
[Space]
public Vector2 startPosition;
public Vector2 endPosition;
[Space]
public List<Vector3> points;
private float distance;
private void Update()
{
startPosition = StartPoint.position; //Setting Starting point and Ending point.
endPosition = EndPoint.position;
//Finding the distance between point
distance = Vector2.Distance(startPosition, endPosition);
//Generating the points
GeneratePointsObjects();
Debug.DrawLine(StartPoint.position, EndPoint.position, Color.black);
}
private void OnDrawGizmos()
{
//Drawing the Dummy Gizmo Sphere to see the points
Gizmos.color = Color.black;
foreach (Vector3 p in points)
{
Gizmos.DrawSphere(p, spaceBetweenPoints / 2);
}
}
private void OnValidate()
{
//Validating that the space between two objects is not 0 because that would be Raise an exception "Devide by Zero"
if (spaceBetweenPoints <= 0)
{
spaceBetweenPoints = 0.01f;
}
}
private void GeneratePointsObjects()
{
//Vlearing the list so that we don't iterate over old points
points.Clear();
float numbersOfPoints = distance / spaceBetweenPoints; //Finding numbers of objects to be spawned by dividing "distance" by "spaceBetweenPoints"
float increnment = 1 / numbersOfPoints; //finding the increment for Lerp this will always be between 0 to 1, because Lerp() takes value between 0 to 1;
for (int i = 1; i < numbersOfPoints; i ++)
{
Vector3 v = Vector2.Lerp(startPosition, endPosition, increnment * i); //Find next position using Vector2.Lerp()
points.Add(v);//Add the newlly found position in List so that we can spwan the Object at that position.
}
}
}
Update: Added, How to set prefab on the positions
I just simply Destroyed old objects and Instantiated new Objects. But remember instantiating and Destroying object frequently in your game in unity will eat-up memory on your player's machine. Os I would suggest you to use Object-Pooling. For the reference I'll add a link to tutorial.
private void Update()
{
startPosition = StartPoint.position; //Setting Starting point and Ending point.
endPosition = EndPoint.position;
//Finding the distance between point
distance = Vector2.Distance(startPosition, endPosition);
//Generating the points
GeneratePointsObjects();
//Update: Generating points/dots on all to location;
InstenciatePrefabsOnPositions();
Debug.DrawLine(StartPoint.position, EndPoint.position, Color.black);
}
private void InstenciatePrefabsOnPositions()
{
//Remove all old prefabs/objects/points
for (int i = 0; i < pointParent.childCount; i++)
{
Destroy(pointParent.GetChild(i).gameObject);
}
//Instantiate new Object on the positions calculated in GeneratePointsObjects()
foreach (Vector3 v in points)
{
Transform t = Instantiate(pointPrefab);
t.SetParent(pointParent);
t.localScale = Vector3.one;
t.position = v;
t.gameObject.SetActive(true);
}
}
Hope this helps please see below links for more reference
OBJECT POOLING in Unity
Vector2.Lerp
I hope I understood you right.
First, compute the A to B line, so B minus A.
To get the number of needed objects, divide the line magnitude by the objects' spacing. You could also add the diameter of the prediction point object to avoid overlapping.
Then to get each object position, write (almost) the same for loop.
Here's what I came up with, didn't tested it, let me know if it helps!
public class CustomLineRenderer : MonoBehaviour
{
public float SpaceBetweenPoints;
public GameObject PredictionPointPrefab;
// remove transforms if you need to
public Transform start;
public Transform end;
private List<GameObject> _predictionPoints;
// these are your raycast start & end point, make them public or whatever
private Vector2 _firstPathStart;
private Vector2 _firstPathEnd;
private void Awake()
{
_firstPathStart = start.position;
_firstPathEnd = end.position;
_predictionPoints = new List<GameObject>();
}
private void Update()
{
_firstPathStart = start.position;
_firstPathEnd = end.position;
// using any small value to clamp everything and avoid division by zero
if (SpaceBetweenPoints < 0.001f) SpaceBetweenPoints = 0.001f;
var line = _firstPathEnd - _firstPathStart;
var objectsNumber = Mathf.FloorToInt(line.magnitude / SpaceBetweenPoints);
var direction = line.normalized;
// Update the collection so that the line isn't too short
for (var i = _predictionPoints.Count; i <= objectsNumber; ++i)
_predictionPoints.Add(Instantiate(PredictionPointPrefab));
for (var i = 0; i < objectsNumber; ++i)
{
_predictionPoints[i].SetActive(true);
_predictionPoints[i].transform.position = _firstPathStart + direction * (SpaceBetweenPoints * i);
}
// You could destroy objects, but it's better to add them to the pool since you'll use them quite often
for (var i = objectsNumber; i < _predictionPoints.Count; ++i)
_predictionPoints[i].SetActive(false);
}
}

Unity - Spawn Prefabs (Clone Object) got wrong position

I am trying to spawn prefabs (clone object) AGAIN with random position after it's SetActive(false).
What I want :
After Swimmer Object enter trigger with Prefabs (clone object),
set Prefabs (clone object) to SetActive(false) and then it must spawn in random position.
What I have done :
Swimmer.cs <-- This is make clone abject SetActive(false) when trigger
void OnTriggerEnter2D (Collider2D other) {
if (other.gameObject.tag == "Trash") {
other.gameObject.SetActive (false);
}
}
Trash.cs
public GameObject columnPrefab;
public int columnPoolSize = 5;
public float spawnRate = 3f;
public float columnMin = -1f;
public float columnMax = 3.5f;
private GameObject[] columns;
private int currentColumn = 0;
private Vector2 objectPoolPosition = new Vector2 (-15,-25);
private float spawnXPosition = 10f;
private float timeSinceLastSpawned;
void Start()
{
timeSinceLastSpawned = 0f;
columns = new GameObject[columnPoolSize];
for(int i = 0; i < columnPoolSize; i++)
{
columns [i] = (GameObject)Instantiate (columnPrefab, objectPoolPosition, Quaternion.identity);
}
}
void Update()
{
timeSinceLastSpawned += Time.deltaTime;
if (GameControl.instance.gameOver == false && timeSinceLastSpawned >= spawnRate) {
timeSinceLastSpawned = 0f;
float spawnYPosition = Random.Range (columnMin, columnMax);
// This part what I am using to set it active
columns [currentColumn].SetActive(true);
columns [currentColumn].transform.position = new Vector2 (spawnXPosition, spawnYPosition);
currentColumn++;
if (currentColumn >= columnPoolSize) {
currentColumn = 0;
}
}
}
What I have got :
Prefabs (Clone Object) succeed spawn but on wrong position (float on right)
You can take a look at this image
So, how to SetActive clone object and spawn it for random position? Thanks
There isn't actually a problem, and everything in your game is working like it should.
You have your Scene View scrolled out slightly further than your Game View. You can see that if you look at the green seaweed on the left of your screen. See how your Scene View shows more leaves?
The Scene View is purely for the Unity editor, and you can zoom and scroll around independently of where your camera is in your Game View. If you want to move the camera within your Game View, you have to either change the camera parameters on the Main Camera object in your Hierarchy, or you can update Camera.main through code.

How can i calculate the rotation the player need to make to get to the next waypoint?

using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Waypoints : MonoBehaviour
{
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] players;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
public bool getNextRandom = true;
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Blocks");
players = GameObject.FindGameObjectsWithTag("Player");
originalPosition = players[0].transform.localPosition;
}
// Update is called once per frame
void Update()
{
if (random == true)
{
RandomWayPointsAI();
}
else
{
WayPointsAI();
}
}
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
if (MovePlayer())
targetsIndex++;
}
private void ReverseWayPointsAI()
{
if (reverseTargetsIndex == 0)
reverseTargetsIndex = waypoints.Length - 1;
reverseTarget = waypoints[reverseTargetsIndex].transform;
if (MovePlayer())
reverseTargetsIndex--;
}
void RandomWayPointsAI()
{
if (random == true && getNextRandom)
{
int index = UnityEngine.Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
getNextRandom = false;
}
getNextRandom = MovePlayer();
}
bool MovePlayer()
{
float distance = Vector3.Distance(players[0].transform.position, target.transform.position);
players[0].transform.localRotation = Quaternion.Slerp(players[0].transform.localRotation, Quaternion.LookRotation(target.position - players[0].transform.localPosition), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
players[0].transform.localPosition += players[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
players[0].transform.localPosition += players[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
return true;
else
return false;
}
void DrawLinesInScene()
{
// draw lines between each checkpoint //
for (int i = 0; i < waypoints.Length - 1; i++)
{
Debug.DrawLine(waypoints[i].transform.position, waypoints[i + 1].transform.position, Color.blue);
}
// draw a line between the original transform start position
// and the current transform position //
Debug.DrawLine(originalPosition, players[0].transform.position, Color.red);
Debug.DrawLine(reverseOriginalPosition, players[1].transform.position, Color.red);
// draw a line between current transform position and the next waypoint target
// each time reached a waypoint.
if (target != null)
Debug.DrawLine(target.transform.position, players[0].transform.position, Color.green);
if (reverseTarget != null)
Debug.DrawLine(reverseTarget.transform.position, players[1].transform.position, Color.green);
}
void AddColliderToWaypoints()
{
foreach (GameObject go in waypoints)
{
SphereCollider sc = go.AddComponent<SphereCollider>() as SphereCollider;
sc.isTrigger = true;
}
}
}
There are two problems with the script.
If the Move Speed is set to 3 i need to set the Rotation Speed at least to the 10 if i will set the Rotation Speed to 3 or 4 or 5 the rotation will be too wide and it will take much time to the player to get back on track after rotating.
But if it's 10 it seems he is almost rotating on the place so it's not good either.
I want to be able to change the player rotation speed but also to keep him on the waypoints track at any time. I mean that each waypoint the player is reaching to that he will get to it's center. In this case cubes so not only to touch the waypoint but to get to it's center then moving to the next waypoint.
Another problem i see is with the RandomWayPointsAI()
When i change it to use the random method i'm not sure if it's just picking up random positions around the grid or if it's picking random blocks(Cubes).
But it's never getting to a cube it' getting close or between two or sometimes on a cube and same as before also on the random i want to make the random waypoints not just positions but blocks and to get to each random block center.
Center i mean like standing on it.
A glaring problem in the showcased code is the use of local positions and rotations. When moving and rotating characters and objects in the world you should use world space.
Localposition and localrotation are based on the position and rotation of the parent object. Using those to move your object across the world will cause weird problems.
I think the following answer has a pretty accurate explanation of that stuff https://teamtreehouse.com/community/global-space-vs-local-space

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