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Question by desonn · Jun 04, 2020 at 03:12 PM · scripting problemarrayailistspawn

Object Pool only activating one prefab

Having an issue where I am creating a list and my spawn manager is only activating one enemy in a list of ten that are suppose to activate another random one every 5 sec see code below using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class SpawnManager : MonoBehaviour
 {
     private static SpawnManager _instance;
     public Transform SpawnPoint, Endpoint;
     public GameObject[] Enemies;
     public GameObject EnemyContainer;
     public int EnemyCount;
     public List<GameObject> objectsCreated = new List<GameObject>();
     public static SpawnManager Instance
 
      
     {
        
         get
         {
 
             
 
             if (_instance == null)
             {
                 Debug.LogError("Spawn Manager is NULL");
 
             }
             return _instance;
         }
     }
     private void Awake()
     {
         _instance = this;
         
     }
     private void Start()
 
     {
         MakeEnemies();
         StartCoroutine(SpawnRoute());
 
     }
 
     public void MakeEnemies()
     {
         
         
         for(int i =0; i < 10; i++)
         {
             var spawns = Enemies[Random.Range(0, Enemies.Length)];
 
             Instantiate(spawns, SpawnPoint.position, Quaternion.identity,EnemyContainer.transform);
             objectsCreated.Add(spawns);
             spawns.SetActive(false);
             new WaitForSeconds( 5);
             
         }
     }
     IEnumerator SpawnRoute()
     {
 
         while (true)
         {
             yield return null;
             foreach(var Em in objectsCreated)
             {
                 if(Em.activeInHierarchy == false )
                 {
                     Em.SetActive(true);
                     Debug.Log("Called");
                     yield return null;
                     
 
 
                 }
                 yield return new WaitForSeconds(5);
 
                
                
             }
         }
     
 
     }
      
     }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 using UnityEngine.UI;
 
 public class Ai : MonoBehaviour
 {
     
    
     NavMeshAgent _agent;
     
    public int _warFunds =10;
     [SerializeField]
     int _maxHealth;
     [SerializeField]
     int _minHealth;
     [SerializeField]
     int _currentHealth;
     UI_Manager _uiManager;
     
 
     // Start is called before the first frame update
     void Start()
     {
        
         _agent = GetComponent<NavMeshAgent>();
         _agent.SetDestination(SpawnManager.Instance.Endpoint.position);
         //_agent.SetDestination(PoolManager.Instance.Endpoint.position);
         _currentHealth = _maxHealth;
         _uiManager = GameObject.Find("Canvas-UI").GetComponent<UI_Manager>();
     }
 
     // Update is called once per frame
     //void Update()
     //{
     //    Health();
     //}
     public void Die()
     {
         GameObject.FindObjectOfType<UI_Manager>().funds += _warFunds;
         this.gameObject.SetActive(false);
     }
 
     public void Health()
     {
         if (_currentHealth < 1)
         {
             _warFunds += 10;
             Die();
 
         }
     }
     private void OnEnable()
     {
 
         if (_agent != null )
         {
             
             _agent.SetDestination(SpawnManager.Instance.Endpoint.position);
             //_agent.SetDestination(PoolManager.Instance.Endpoint.position);
         }
     }
 
 }
 
     
 

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Best Answer

Answer by KoenigX3 · Jun 04, 2020 at 03:30 PM

How about using:

 var enemyInstance = Instantiate(spawns, SpawnPoint.position, Quaternion.identity,EnemyContainer.transform);
 objectsCreated.Add(enemyInstance);
 enemyInstance.SetActive(false);
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avatar image desonn · Jun 04, 2020 at 03:45 PM 0
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perfect thank you!

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