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Question by OpendixStudios · May 23, 2019 at 06:00 AM · spawningspawnpoints

Randomly spawning objects,Random Object and Spawn Point?

I want all 6 objects to spawn in. I want it to pick 1 of 8 spawns and assign all 6 objects to those 8 different spawns without spawning 2 in the same spot. heres my current code

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class RandomSpawn : MonoBehaviour { public Transform[] spawns; public GameObject[] objects;

 private int randomPref;
 private int randomSpawn;

 void Start()
 {
     randomPref = Random.Range(0, 6);
     randomSpawn = Random.Range(0, 8);
     Instantiate(objects[randomPref], spawns[randomSpawn].transform.position, Quaternion.identity);
 }

}

And it works. But not what i need it to do,I have 6 objects, I need them to to pick 1 of 8 spawn points.

So here's the code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class RandomSpawn : MonoBehaviour { public Transform[] spawns; public GameObject[] objects;

 private int randomPref;
 private int randomSpawn;

 void Start()
 {
     randomPref = Random.Range(0, 6);
     randomSpawn = Random.Range(0, 8);
     Instantiate(objects[randomPref], spawns[randomSpawn].transform.position, Quaternion.identity);
 }

}

And it works, It picks 1 of 6 objects and spawns it in 1 of 8 spawns, but i want it to pick all 6 and assign all 6 to 1 on of 8 random spawn points without spawning 2 objects in the same spot.

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Answer by Hellium · May 23, 2019 at 06:08 AM

 using UnityEngine;
 using System.Collections.Generic;
 
 public class RandomSpawn : MonoBehaviour
 { 
     public Transform[] spawns;
     public GameObject[] objects;
 
     void Start()
     {
         SpawnObjects( objects, spawns );
     }
 
     private void SpawnObjects( GameObject[] gameObjects, Transform[] locations, bool allowOverlap = true )
     {
         List<GameObject> remainingGameObjects = new List<GameObject>( gameObjects );
         List<GameObject> freeLocations        = new List<GameObject>( locations );
 
         if( locations.Length < gameObjects.Length )
             Debug.LogWarning( allowOverlap  ? "There are more gameObjects than locations. Some objects will overlap." : "There are not enough locations for all the gameObjects. Some won't spawn.");
 
         while( remainingGameObjects.Count > 0 )
         {
             if( freeLocations.Count == 0 )
             {
                 if( allowOverlap ) freeLocations.AddRange( locations );
                 else               break ;
             }
 
             int gameObjectIndex = Random.Range( 0, remainingGameObjects.Count );
             int locationIndex   = Random.Range( 0, freeLocations.Count );
             Instantiate(gameObjects[gameObjectIndex], locations[locationIndex].position, Quaternion.identity);
             remainingGameObjects.RemoveAt( gameObjectIndex );
             freeLocations.RemoveAt( locationIndex );
         }
     }
 }
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Answer by TawhidOOF · Mar 05 at 11:54 AM

Here is the updated code without errors.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class random : MonoBehaviour
 {
 public Transform[] spawns;
 public GameObject[] objects;
 
     void Update()
     {
         
         spawn(objects, spawns);
     }
     
     void spawn(GameObject[] gameObjects, Transform[] locations, bool allowOverlap = true){
     
        List<GameObject> remainingGameObjects = new List<GameObject>( gameObjects );
          List<Transform> freeLocations        = new List<Transform>( locations );
  
          if( locations.Length < gameObjects.Length )
              Debug.LogWarning( allowOverlap  ? "There are more gameObjects than locations. Some objects will overlap." : "There are not enough locations for all the gameObjects. Some won't spawn.");
              
                    while( remainingGameObjects.Count > 0 )
          {
              if( freeLocations.Count == 0 )
              {
                  if( allowOverlap ) freeLocations.AddRange( locations );
                  else               break ;
              }
  
              int gameObjectIndex = Random.Range( 0, remainingGameObjects.Count );
              int locationIndex   = Random.Range( 0, freeLocations.Count );
              Instantiate(gameObjects[gameObjectIndex], locations[locationIndex].position, Quaternion.identity);
              remainingGameObjects.RemoveAt( gameObjectIndex );
              freeLocations.RemoveAt( locationIndex );
          }
 }    
     
 }
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