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Question by spelli93 · Feb 13, 2014 at 10:35 PM · instantiateplatformerspawning

Instantiating infinite platforms in a row problem

My problem is really simple: I have a prefab that I need to instantiate every second. Those platforms are in a row and are destroyed by a destroyer. The code is really simple (and surely stupid):

 public class StartSpawnScrpt : MonoBehaviour {
 
     public GameObject obj;
     
     // Use this for initialization
     void Start () {
         Spawn();
     }
     
     void Spawn(){
         
         Instantiate(obj, transform.position, Quaternion.identity);
         Invoke("Spawn", 1);
     }
 }

This code is attached to a spawner that is attached to the moving main camera. The problem is that after the first spawn call, next are translated downwards and I really can't figure out why.

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Answer by YoungDeveloper · Feb 13, 2014 at 10:40 PM

Try this

 // Use this for initialization
 void Start(){
     StartCoroutine(Spawner());
 }
  
 IEnumerator Spawner(){
     while(true){
         Instantiate(obj, obj.transform.position, Quaternion.identity);
         //or instead of Quaternion.identity use obj.transform.rotation
         yield return new WaitForSeconds(1f);
     }
 }
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avatar image spelli93 · Feb 13, 2014 at 10:57 PM 0
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No, nothing changed. The spawner is still translated downwards...

avatar image YoungDeveloper · Feb 14, 2014 at 12:37 AM 0
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Then obj or spawner pivot isnt corrent, code it correct.

avatar image spelli93 · Feb 14, 2014 at 01:52 PM 0
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I don't think so, because the first spawn call is correct, than when Invoke() is called the translation happens

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