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Question by itstimetomakelol · Jul 25, 2020 at 04:31 PM · scripting probleminstantiateoptimizationbeginnerspawning problems

Instantiate not working?

I want to make a small easy game where you have to shoot the enemies but not shoot the innocents. I thought of them having to spawn in chunks(200 innocents in a 80x80 area) but it doesn't instantiate all prefabs. What did I do wrong in my code and is there a better way to spawn objects like in Dani's balls? (Warning: Code might be kind of messy)

 [SerializeField] GameObject innocent;
 [SerializeField] GameObject enemy;
 [SerializeField] GameObject player;
 [SerializeField] GameObject testsquare;
 [SerializeField] Transform[] Chunks;
 Vector2 moveDirection = new Vector2(0, 0);
 private bool[] ChunkB = new bool[8];
 public float respawnTime;

 public int numOfInnocent = 200;
 public int numOfEnemy = 0;
 int x = 1;
 int y = 1;

 void Start()
 {

     ChunkB[1] = true;
     StartCoroutine(InnocentSpawning());



     do
     {
         Instantiate(innocent, new Vector2(Random.Range(-40, 40), Random.Range(-40, 40)), Quaternion.identity);
         x++;

     } while (x <= numOfInnocent);
     do
     {
         Instantiate(enemy, new Vector2(Random.Range(-40, 40), Random.Range(-40, 40)), Quaternion.identity);
         y++;
     } while (y <= numOfEnemy);
 }

 void Update()
 {

     CheckNextSpawnableChunk();
 }
 void SpawnInnocent()
 {
     
 }
 IEnumerator InnocentSpawning()
 {
     while (true)
     {
         yield return new WaitForSeconds(respawnTime);
         SpawnInnocent();
     }
 }
 void CheckNextSpawnableChunk()
 {
     if (Vector2.Distance(moveDirection, Chunks[1].position) > 60f && ChunkB[1] == true)
     {
         do
         {
             Instantiate(innocent, new Vector2(Random.Range(-40, 40) - Chunks[1].position.x, Random.Range(-40, 40) - Chunks[1].position.y)
                 , Quaternion.identity);
             x++;

         } while (x <= numOfInnocent);
         ChunkB[1] = false;
     }
     
 }
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