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Delete sections behind player
Hi! I've developed my 3D "endless runner" game but I can't manage to delete the sections that remains behind the player while he is running in the game.
Here's my code for randomly generate a section every 2 seconds: using System.Collections; using System.Collections.Generic; using UnityEngine;
public class GenerateLevel : MonoBehaviour
{
public GameObject[] section;
public int zPos = 50;
public bool creatingSection = false;
public int secNum;
void Update()
{
if (creatingSection == false)
{
creatingSection = true;
StartCoroutine(GenerateSection());
}
}
IEnumerator GenerateSection()
{
secNum=Random.Range(0,3);
Instantiate(section[secNum], new Vector3(0,0,zPos), Quaternion.identity);
zPos+=50;
yield return new WaitForSeconds(2);
creatingSection=false;
}
}
Thank you!
Answer by MarekRimal · Dec 01, 2021 at 05:41 PM
Hi, you need to somehow store the sections and compare them with the player position. Or I would prefer to make a separate class for Sections and in update check their positions against the player position. I have made a quick script for you. I didnt run it but the idea is like this.
public class GenerateLevel : MonoBehaviour
{
public Player player; // Fill this in inspector with the player instance
public Section[] sectionPrefabs; // Here I would put all the section prefabs
public int zPos = 50;
// public bool creatingSection = false; // No need
public int secNum;
bool isLevelGenerationActive = true; // Make this variable false when you would like to stop the generation
void Start()
{
StartCoroutine(GenerateSection());
}
IEnumerator GenerateSection()
{
// Use while here since then you dont need to use Update with the creatingSection bool
while(isLevelGenerationActive)
{
secNum=Random.Range(0,3);
Section sectionInstance = Instantiate(sectionPrefabs[secNum], new Vector3(0,0,zPos), Quaternion.identity);
sectionInstance.player = player;
zPos+=50;
yield return new WaitForSeconds(2);
// creatingSection=false; // No need
}
}
}
public class Section : MonoBehaviour
{
public Player player;
public float destroyDistanceBehindPlayer;
void Update()
{
if(player.transform.position.z > transform.position.z + destroyDistanceBehindPlayer)
{
Destroy(gameObject);
}
}
}
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