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Question by FastEddieB · Mar 14, 2013 at 09:09 AM · instantiatefor-loopforeach

Instantiate for loop skips some objects

Hi all,

I am having trouble instantiating a series of particle effects from an array of offsets from the transform. The code is as follows:

 foreach (Vector3 dir in aoeEffectPositions) {
         Vector3 pos = transform.position + dir;
         if (game.isOnBoard(pos)) {
           GameObject o = Instantiate(firePrefab, pos, Quaternion.identity) as GameObject;
           o.GetComponent<ParticleTimer>().Init(game.turnDuration);
         }
       }

It spawns some of the required effects but randomly omits others. I have tried

  • A regular for loop

  • Removing the game.isOnBoard(pos) check

  • Moving the instantiation and the following line to a coroutine

No dice :/ Any ideas? Cheers in advance

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Answer by FastEddieB · Mar 15, 2013 at 01:25 AM

facepalm

If anyone has a similar issue the problem was with my particle "self destructor" script:

 void FixedUpdate () {
       if (timeRemaining <= 0.0f)
         particleEmitter.emit = false;
       if (particleEmitter.particleCount == 0)
         Destroy(gameObject);
       timeRemaining -= Time.deltaTime;
 }

The script was destroying the particle prefab if it did not emit at least one particle immediately. Fixed thusly:

 void FixedUpdate () {
   if (timeRemaining <= 0.0f) {
     timeRemaining = 0.0f;
     particleEmitter.emit = false;
     if (particleEmitter.particleCount == 0)
       Destroy(gameObject);
   }
   else
     timeRemaining -= Time.deltaTime;
 }
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