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Question by Playdoe · May 24, 2018 at 11:11 AM · c#arraysnoob

I have an array from which spawns a random image. Instantiate spawning full pool on start

Hi, thanks for looking at my question.

My experience is minimal but I'm trying to learn through some trial and error. I have an array which holds 4 prefabs from which 2 are instantiated at a time (and cycled) My issue comes with columnPoolSize. If I set it to 1 it spawns 1 prefab as necessary but if I set it to 2 for example it will spawn both on start instead of just 1.

Is there a way I can change the poolSize effectively later ? I've tried various methods that visually seem to work by looking in the inspector however no change is noted when the game is running.

Thanks in advance !

public class ColumnPool : MonoBehaviour {

 public int columnPoolSize;

 private GameObject columnPrefab;
 public GameObject[] prefabPool;

 public float spawnRate = 22.5f;
 public float columnMin = -1f;
 public float columnMax = 3.5f;

 private GameObject[] columns;
 private Vector2 objectPoolPosition = new Vector2 (0f, 0f); //offscreen spawn
 private float timeSinceLastSpawned;
 private float spawnXPosition = 0f;
 private int currentColumn = 0;

 // Use this for initialization
 void Start () {
     
     columns = new GameObject[columnPoolSize];
         for (int i = 0; i < columnPoolSize; i++)
     {
         int num = UnityEngine.Random.Range(0, prefabPool.Length);
         columnPrefab = prefabPool[num];

         columns[i] = (GameObject)Instantiate(columnPrefab, objectPoolPosition, Quaternion.identity);

     }

     }
 


   
 void Update () {
     timeSinceLastSpawned += Time.deltaTime;

     if (GameControl.instance.gameOver == false && timeSinceLastSpawned >= spawnRate)
     {
         timeSinceLastSpawned = 0;
         float spawnYPosition = Random.Range(columnMin, columnMax);
         columns[currentColumn].transform.position = new Vector2(spawnXPosition, spawnYPosition);
         currentColumn++;
         if (currentColumn >= columnPoolSize)
         {
             currentColumn = 0;
         }
     }
 }

}

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Answer by JusSumGuy · May 24, 2018 at 07:37 PM

You need a coroutine. The last line of the code waits for how many seconds you'd like before it executes the the SpawnPrefab function again. And you need to start a routine by using the StartCoroutine(routineName()); function.

 public float spawnRate;
     private void Start()
     {
         StartCoroutine(SpawnPrefabs());
     }
     
     IEnumerator SpawnPrefabs()
     {
 
         columns = new GameObject[columnPoolSize];
         for (int i = 0; i < columnPoolSize; i++)
         {
             int num = UnityEngine.Random.Range(0, prefabPool.Length);
             columnPrefab = prefabPool[num];
             columns[i] = (GameObject)Instantiate(columnPrefab, objectPoolPosition, Quaternion.identity);
             yield return new WaitForSeconds(spawnRate);
         }
     }

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avatar image Playdoe · May 25, 2018 at 12:05 AM 0
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Thanks so much, This has improved the result I've been getting in that it always initially spawns 1. However something is still causing some odd pooling in the beginning. 1 is spawned and snaps back ins$$anonymous$$d of a 2nd being spawned and after that it behaves normally spawning a 2nd and looping.

I suspect it's in the update function somewhere.

Thanks again, I will play around with what you've shown me

avatar image Playdoe · May 25, 2018 at 12:54 AM 0
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So I resolved the issue completely by putting an if statement on my Update functions so that the first clone would continue running and then a loop would start after. I wouldn't have been able to get it right without your help. Thanks again.

setValue = setValue + 3; (placed in private void start)

void Update() {

     if (setValue >= 4) {  //if statement allows first clone to pass through
         timeSinceLastSpawned += Time.deltaTime;
         Debug.Log("this is give us a new");
         if (GameControl.instance.gameOver == false && timeSinceLastSpawned >= spawnRate)
         {
             timeSinceLastSpawned = 0;
             float spawnYPosition = Random.Range(column$$anonymous$$in, column$$anonymous$$ax);

             columns[currentColumn].transform.position = new Vector2(spawnXPosition, spawnYPosition);

             currentColumn++;
             if (currentColumn >= columnPoolSize)
             {
                 currentColumn = 0;
             }
         }
     } 
 }
avatar image JusSumGuy Playdoe · May 25, 2018 at 05:38 AM 0
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Good Job! Glad to help I was actually stuck on a similar problem a few days ago lol. All it takes is to keep trying :)

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