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Question by Augustus_Argento · Nov 28, 2021 at 05:32 AM · c#instantiatelagcloneduplicate

Trying to Instantiate() an object without cloning the code

I'm trying to make an object that'll duplicate itself in random positions, but when I duplicate it, it also duplicates the code. The clone then starts the code which makes another code, exponentially killing my computer. Is there a way to fix this?

 public class CloneMe : MonoBehaviour
 {
     // Start is called before the first frame update
     public GameObject self;
     void Start()
     {
         int amountOfClones = Random.Range(10, 15);
         for (int i = 0; i < 1; i++)
         {
             transform.position = new Vector2(Random.Range(0, 7), Random.Range(0, 7));
             Instantiate(self);
         }
     }
 }

There's no errors showing up from Unity, just insane lag that makes me have to unplug my computer.

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avatar image MilitaryG · Nov 28, 2021 at 06:20 AM 0
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Use singleton

 static GameObject sin;
 Start(){
 If(sin == null){
     sin = this;
 }
 if(sin == this){
     Instantiate (self);
 }
 }
avatar image Captain_Pineapple MilitaryG · Nov 28, 2021 at 10:35 AM 0
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just no. Neither does that solve the issue, nor is that a "singleton". A singleton would need some kind of static reference that is publicly available which your code does not provide. A singleton would also imply that there can only ever be one CloneMe object which can be clone from so this wouldn't even be a good solution here.

avatar image MilitaryG Captain_Pineapple · Nov 28, 2021 at 10:39 AM 0
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Yeah sorry forgot to add static

I'm on a mobile it's hard to write code like this

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Answer by Captain_Pineapple · Nov 28, 2021 at 10:34 AM

Hey there,

what you can do is to add a "cloneThis" flag to your script. Then you only run the clone code in Start if cloneThis == true.


Then in your clone code you can add this instead of line 11:

 var newObj = Instantiate(self);
 newObj.GetComponent<CloneMe>().cloneThis = false;

This should work as Start only is executed on the next frame. So you have time to directly set that flag to prohibit further cloning of that object.

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Answer by sacredgeometry · Nov 28, 2021 at 02:47 PM

Move you cloning logic into the start Method of another GameObject i.e. put it somewhere you only call once i.e. a game manager for example.

Or in a method that you can call i.e. a factory or factory method.

https://www.youtube.com/watch?v=EcFVTgRHJLM https://www.youtube.com/watch?v=v-GiuMmsXj4


To explain whats happening:

Start is called on the frame when a script is enabled just before any of the Update methods are called the first time.

Source:

https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html


This means you are instantiating an object that when it gets created will instantiate another one which will create another one. Without any bounds what exactly is going to tell it to stop?

Digital systems hate infinite recursion because we have limited resources and that can very quickly be eaten up, especially when you have an exponential infinite recursion as you do here.


While you can use a bool I wouldn't suggest it personally as it seems a little bit of a clunky way to write the code i.e. not massively extendible. Say for example you want to be able to create different configurations of the instantiations or generalise it across multiple different gameobjects, you would end up with a lot of duplicated or spaghetti code.

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