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Question by kuos · Sep 04, 2016 at 07:01 AM · spawninginstantiate prefab

Spawning Enemies after a Player reaches a certain score

What I have: Predefined (empty game object) spawn points laid out across the top of the playable area Prefab Enemies to be spawned with a y velocity to go downwards upon spawning

What I want to do: * When the player reaches a score e.g. 10 points, start spawning the new type of enemies.

The issue: Enemies aren't spawning as I expected and I see the print statement in the Update function execute(print ("spawning Top Enemies Now!");) but I don't see the console logging "hello higher world" so my SpawnTop function isn't working out for me.

Anything obviously wrong?

 using UnityEngine;
 using System.Collections;
 
 public class TopEnemySpawnScript : MonoBehaviour {
 
     public GameObject enemy;                // The enemy prefab to be spawned.
     public Transform[] spawnPoints;         // An array of the spawn points this enemy can spawn from.
     private ScoreTrackScript ScoreTrackScript;
     private bool topSpawnThreshold = false;
 
     void Start ()
     {
         StartCoroutine("SpawnRoutine"); //Starting a coroutine to be able to wait for specified time
         ScoreTrackScript = GameObject.Find ("ScoreTracker").GetComponent<ScoreTrackScript>();
     }
 
     void Update()
     {
         if (ScoreTrackScript.getScore () == 2) {
             topSpawnThreshold = true;
             print ("spawning Top Enemies Now!");
         }
     }
 
 
     IEnumerator SpawnRoutine()
     {
         yield return new WaitForSeconds(2);
         while (topSpawnThreshold) {
             SpawnTop ();
 
         }
     }
 
 
 
 
 
     void SpawnTop() //Spawns Top Enemies from above the screen after player meets a score threshold
     {
         int spawnPointIndex = Random.Range (0, spawnPoints.Length);
         Instantiate (enemy, spawnPoints [spawnPointIndex].position, spawnPoints [spawnPointIndex].rotation);
         print ("hello higher world");
 
     }
 
 
 
 }
 
 






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Answer by doublemax · Sep 04, 2016 at 07:39 AM

At the beginning topSpawnThreshold is false, so the Coroutine will just exit. You probably want something like this:

 IEnumerator SpawnRoutine()
 {
   while(true)
   {
      if( topSpawnThreshold) {
          SpawnTop ();
      }
      yield return new WaitForSeconds(2);
   }
 }
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avatar image kuos · Sep 05, 2016 at 07:15 AM 1
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Confirmed fix. Thank you @doublemax

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