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Question by SeanWink · Jun 28, 2017 at 11:46 PM · c#positionrandomspawningobstacle

How do I spawn objects randomly near an object then delete them?

Hi I am making a top down 3d endless runner type game and I am struggling to figure out how to make "x" number of obstacles spawn in front of the player in random positions on the x Axis then disappear after a small amount of time.

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avatar image Cherno · Jun 29, 2017 at 01:04 AM 1
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So, if the camera is looking straight down the x axis goes from left to right, so I assume that the player runs from left to right as well.

 public int obstacles_$$anonymous$$ = 1;
 public int obstacles_max = 4;
 public float obstacles_range_$$anonymous$$ = 4;
 public int obstacles_range_max = 10;
 public Transform playerTransform;
 public GameObject obstaclePrefab;
 public float obstacleLifetime = 4f;
 
 private void SpawnObstacles() {
      int randomNumber = Random.Range(obstacles_$$anonymous$$, obstacles_max );
      for(int i = 0; i < randomNumber; i++) {
           Vector3 randomPos = new Vector3(playerTransform.x + Random.Range(obstacles_range_$$anonymous$$ , obstacles_range_max), playerTransform.y, playerTransform.z);
           GameObject obstacle = Instantiate(obstaclePrefab, randomPos , Quaternion.identity) as GameObject;
           Destroy(obstacle, obstacleLifetime );
      }
 }
avatar image SeanWink Cherno · Jun 29, 2017 at 12:57 PM 0
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The camera is top down and the player moves forward on the z axis with the ability to move left and right on the x axis.

avatar image Cherno SeanWink · Jun 29, 2017 at 02:17 PM 0
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Then you use this ins$$anonymous$$d

  public int obstacles_$$anonymous$$ = 1;
  public int obstacles_max = 4;
  public float obstacles_range = 10;
 public float obstacles_deviation_$$anonymous$$ = -3;
  public float obstacles_deviation_max = 3;
  public Transform playerTransform;
  public GameObject obstaclePrefab;
  public float obstacleLifetime = 4f;
  
  private void SpawnObstacles() {
       int randomNumber = Random.Range(obstacles_$$anonymous$$, obstacles_max );
       for(int i = 0; i < randomNumber; i++) {
            Vector3 randomPos = new Vector3(playerTransform.x + Random.Range(obstacles_deviation_$$anonymous$$, obstacles_deviation_max), playerTransform.y, playerTransform.z + obstacles_range);
            GameObject obstacle = Instantiate(obstaclePrefab, randomPos , Quaternion.identity) as GameObject;
            Destroy(obstacle, obstacleLifetime );
       }
  }
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Answer by 334499p · Jun 30, 2017 at 02:17 AM

Are the objects being placed all at once or within a certain time frame? If all at once you can use a for statement:

 for(int i = 0; i < amount; i++){
 Instantiate(prefab, origin + Vector3.right * Random.Range(-1,1), Quaternion.identity);
 }

If within a time frame for better performance:

 StartCoroutine(createPrefabs());
 
 IEnumerator createPrefabs(){
     int i = 0;
     While (i < amount){
     I++;
     Instantiate(prefab, origin + Vector3.right * Random.Range(-1,1), Quaternion.identity);
     yield return new waitForEndOfFrame();
     }
 }

For the prefab, attach a script to it that destroys itself after waiting some time through an invoke():

     void Start(){
     Invoke("kill", seconds)
     }
     
     void kill{
     Destroy(gameObject);
     }



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