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Question by robertosf92eps · Dec 22, 2017 at 11:30 PM · gameobjectpool

GameObject not appearing

Hi, i've been working on a risk type game. I have a gameobject pool too. The thing is that when I try to move an army from one point to another, I extract a gameobject from the pool (set it to active), and then calculate the vector3 it needs to reach its destination so i can make transform.position+=vector/10 -so that it travels in bits. The only problem is that, the object i extract from the pool is active according to activeself, the position changes correctly, but the gameobject does not appear onscreen.

Some code related to the issue: Related to moving the gameobject

     private Vector3 getDirection (Casilla destino){
         return destino.GetPosition () - army.transform.position;
     }
         
     public void move(Casilla destino){
 
         Vector3 direction = getDirection (destino);
         Debug.Log (direction);
         for (int i = 0; i < 10; i++) {
             
             army.transform.position += direction / 10;
             this.wait (0.1f);
         }
     }
 
     private void wait(float time){
         do{
             time -= Time.deltaTime;
         }while(time > 0);
     }
 

I have three types of soldiers, therefore my pool consists on 3 lists of objects all of which have activeself = false unless i instantiate them, here's the code to do so:

 public void instantiate(int units, Tile position){

     this.units = units;
     switch (units) {
         case 0:
             return;
         case 1:
         case 2:
             army = main_behavior.mypool.getFromPool(1);
             break;
         case 3:
         case 4:
             army = main_behavior.mypool.getFromPool(2);
             break;
         case 5:
         default:
             army = main_behavior.mypool.getFromPool(3);
             break;
     }

     if (instantiated() == false)
         return;
     
     army.transform.position = position.transform.position;
     army.SetActive (true);
 }

 public void deinstantiate(){
     army.SetActive (false);
 }

Finally, when i move the character, i do this:

     temporal = movable ();
 
     temporal.move (me);
 
     temporal.deinstantiate ();
 
 

Where movable is:

         Army myarmy = new Army ();
         myarmy.instantiate (1,origin);
         return myarmy;

 

I've been looking into it for three days and i don't quite get how to fix this. Any idea? Thanks in advance

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