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Question by ltlead · Jan 05, 2018 at 01:38 AM · c#backgroundscrollingcontinuousgaps

Gaps between segments in repeating background

Hey all, first post here. I've been running into a problem with my continuous background script - the script instantiates at a fixed location a random background 'segment' from a group of segments every time a background segment moves the length of its collider (I have no idea if this is the best way to do this). I have a game boundary with OnTriggerExit destroying these segments as they leave in another script.

My problem is, at seemingly random intervals (I've tested using only one segment repeated) there is a small gap between segments. The gaps are seemingly random sizes, and they're not always there.

Due to the random nature I don't feel colliders are to blame as they are uniform lengths. I tried using InvokeRepeating (as shown in my code) to call the script more frequently (I don't know if this works). I first tried using void Update.

The following code is attached to every map segment.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RepeatingBackground : MonoBehaviour {
 
     public GameObject[] mapSegments;
     private BoxCollider mapCollider;
     private float mapSegmentLength;
     private float distanceTravelled = 0;
     Vector3 lastPosition;
     public bool spawnable;
 
     void Start () {
 
         mapCollider = GetComponent<BoxCollider> ();
         mapSegmentLength = mapCollider.size.z;
         lastPosition = transform.position;
         spawnable = true;
         Mover mover = GetComponent<Mover> ();
         mover.enabled = true;
         InvokeRepeating ("CheckDistance", 0.0f, 0.01f);
     }
         
             public void CheckDistance () {
 
                 distanceTravelled += Vector3.Distance (transform.position, lastPosition);
                 lastPosition = transform.position;
 
                 if (distanceTravelled >= mapSegmentLength) {
                     Debug.Log ("Distance Reached");
 
                     if (spawnable == true) {
 
                         spawnable = false;
                         distanceTravelled = 0;
                         SpawnMapSegment ();
                         Debug.Log ("Segment spawned");
             }
         }
     }
 
         public void SpawnMapSegment () {
 
             GameObject mapSegment = mapSegments[Random.Range (0, mapSegments.Length)];
             Vector3 spawnPosition = new Vector3 (-10.27f, -1.0f, 44.0f);
             Quaternion spawnRotation = Quaternion.identity;
             Instantiate (mapSegment, spawnPosition, spawnRotation);
 
     }
 }
 

Any Ideas would be appreciated.

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avatar image Creatom_Games · Jan 05, 2018 at 02:34 AM 0
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Try using Bounds.size for setting mapSegmentLength ins$$anonymous$$d of size.

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