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Spawn Different Obstacles for certain platforms
I am trying to create a game sort of like subway surfers and I want to Instantiate an obstacle every time a platform is Instantiated. There are going to be different types of platforms and different types of obstacles are going to spawn for each different platform. So, I created a gameobject array for Platforms and a gameobject array for the Obstacles. I don't know how I should go about this situation. I don't want to spawn an obstacle by using the start method from a script attached to each obstacle because I would need to use FindGameObjectsWithTag to get an obstacle array so I can instantiate an object because I'm pretty sure that FindGameObjectsWithTag uses quite a bit of cpu usage. Can you think of a way to insantiate an obstacle without using the start method?
[SerializeField] private GameObject[] platforms;
[SerializeField] private GameObject[] obstacles;
[SerializeField] private Transform playerTrans;
[SerializeField] private byte spawnAmount;
private List<GameObject> activePlatforms = new List<GameObject>();
private float spawnZ = 0f;
private float tileLength;
private int safeZone = 15;
private void Start()
{
platforms = GameObject.FindGameObjectsWithTag("Platform Prefab");
obstacles = GameObject.FindGameObjectsWithTag("Obstacle");
tileLength = platforms[0].transform.localScale.z;
Debug.Log(tileLength);
for (int i = 0; i < spawnAmount; i++)
_SpawnPlatform(0);
}
private void FixedUpdate()
{
if (playerTrans.position.z - safeZone > (spawnZ - spawnAmount * tileLength))
{
_SpawnPlatform(Random.Range(0, platforms.Length + 2));
DestroyPlatform();
}
}
private void _SpawnPlatform(int spawnIndex)
{
GameObject go = Instantiate(platforms[spawnIndex]) as GameObject;
go.transform.position = Vector3.forward * spawnZ;
go.transform.parent = transform;
go.transform.rotation = Quaternion.Euler(Vector3.zero);
spawnZ += tileLength;
activePlatforms.Add(go);
}
private void DestroyPlatform()
{
Destroy(activePlatforms[0]);
activePlatforms.RemoveAt(0);
}
}
Answer by mlnczk · Nov 22, 2018 at 02:32 PM
Just create prefabs. Prefab containing whole surface and obstacles you want. Create as many as you want. Then put them all in array and randomize between them while spawning new random surfaces.