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Question by Wolfdaemon · Mar 18 at 10:41 AM · arrayspawnpoints

Adding Random Spawn Locations as Array

Hey all,

I'm trying to add Random Spawn locations as an Array to this code instead of the x and z Ranges. I've been successful in getting them to spawn using a SpawnLocations array but when I substitute in to my code to replace the spawnPos int my game goes glitchy and I have split second spawns in random locations as well as my selected Spawn Points.

Any help would be massively appreciated.

{ public GameObject[] enemies; public GameObject powerup;

 private float zEnemySpawn = 80.0f;
 private float xSpawnRange = 80.0f;
 private float zPowerupRange = 60.0f;
 private float enemyYSpawn = 0.75f;
 private float gemYSpawn = 3.0f;

 private float powerupSpawnTime = 5.0f;
 private float enemySpawnTime = 3.0f;
 private float startDelay = 1.0f;

 // Start is called before the first frame update
 void Start()
 {
     InvokeRepeating("SpawnRandomEnemy", startDelay, enemySpawnTime);
     InvokeRepeating("SpawnPowerup", startDelay, powerupSpawnTime);
 }

 // Update is called once per frame
 void Update()
 {
     
 }

 void SpawnRandomEnemy()
 {
     float randomX = Random.Range(-xSpawnRange, xSpawnRange);
     int randomIndex = Random.Range(0, enemies.Length);

     Vector3 spawnPos = new Vector3(randomX, enemyYSpawn, zEnemySpawn);

     Instantiate(enemies[randomIndex], spawnPos, enemies[randomIndex].gameObject.transform.rotation);
 }

 void SpawnPowerup()
 {
     float randomX = Random.Range(-xSpawnRange, xSpawnRange);
     float randomZ = Random.Range(-zPowerupRange, zPowerupRange);

     Vector3 spawnPos = new Vector3(randomX, gemYSpawn, randomZ);

     Instantiate(powerup, spawnPos, powerup.gameObject.transform.rotation);
 }

}

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