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Question by zbreen · Apr 25, 2019 at 09:47 PM · syntax

Instantiating Enemies for RPG

Hello. I'm currently working on an RPG, and part of that RPG involves enemies in the overworld running into your character, thus leading to a new Scene in which the battle takes place. I'm trying to assign values to certain variables of the Overworld enemies, put them on a Static script, and then, onload, have the new Scene read in those values and spawn accordingly. However, there seems to be a bit of a problem.

 void OnSceneLoaded()
     {
         if (EnemyEncounterStats.enemyEncounter == 1)
         {
             for (int i = 0; i < EnemyEncounterStats.enemies; i++)
             {
                 //Instantiate(prefab, new Vector3(i * 2.0F, 0, 0), Quaternion.identity);
                 if (i == 0)
                 {
                     Instantiate(enem1, spawn1, Quaternion.Euler(0, 0, 0));
                 }
             }
         }
     }

Above is the enemy spawn function. EnemyEncounterStats is the script that houses the values the Overworld enemies hold, enemies represents the number of enemies that will be spawned, and enemyEncounter represents the kind of enemy that'll be spawned. enem1 is the enemy to be spawned, and spawn1 is the location to spawn it. However, in trying to use the function above, the following errors came up.

error CS1502: The best overloaded method match for UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, bool)' has some invalid arguments

error CS1503: 'Argument #3' cannot convert 'UnityEngine.Quaternion' expression to type 'bool'

I'm not sure how I can make my Instantiate function actually work.

[1]: /storage/temp/137082-unityinstanceissue.png

unityinstanceissue.png (29.2 kB)
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