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Question by calum1904 · Mar 08, 2017 at 02:53 PM · c#unity 5unity 2dspawningspawning problems

Side scroller spawns at different Y

I am making a space shooter, I have waves of enemies coming in from the right but I don't want them spawning close on the Y axis one after another. I have tried comparing the new vector with the previous vector to see if it's less or more by 2 but it doesn't seem to be working. I'm new to unity and C# so if anyone could help that would be great!

 void getSpawn()
     {
         counter = 0;
 
         if (firstSpawn == true) { // First spawn has no previous
             spawnPosition = new Vector3 (5, Random.Range (-spawnValues.y, spawnValues.y), spawnValues.z);
             firstSpawn = false;
         } else {
             
             previousPosition = spawnPosition;// set previous
             spawnPosition = new Vector3 (5, Random.Range (-spawnValues.y, spawnValues.y), spawnValues.z);
 
             Debug.Log(spawnPosition.y);
             Debug.Log(previousPosition.y);
 
             while (previousPosition.y < spawnPosition.y -2 || previousPosition.y > spawnPosition.y +2)  {
                 spawnPosition = new Vector3 (5, Random.Range (-spawnValues.y, spawnValues.y), spawnValues.z);
                 previousPosition = spawnPosition;
                 counter++;
                 Debug.Log ("hit while");
                 if (counter == 20){ //stops game from freezing whilst testing.
                     break;}
         
         }

Thanks Calum

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Answer by NecrosDk · Mar 08, 2017 at 03:46 PM

I would make a List and fill it on start() with like 20 different y positions within a given range:

 List<float> possibleSpawns = new List<float>();
 float distanceBetweenSpawnPoints
 int previousRand = 0;
 int rand = 0;
 void Start(){
 for (int i = 0; i < 20; i++){
 possibleSpawns.Add(distanceBetweenSpawnPoints*i);
 //Fills the list with some spawnPoints
 }
 }
 
 void Update(){
 
 while (rand == previousRand){
 rand = Random.Range(0, possibleSpawns.Count); //Roll a random within the list
 }
 previousRand = rand;
 
 spawnPosition = (xValue, possibleSpawns[rand], zValue);
 }
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