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Spawn Script Not Working
When Ever I run the game, nothing happens, here is the script.
using UnityEngine; using System.Collections;
public class Manage : MonoBehaviour {
public int rounds = 1;
public int enemys;
public int spawns;
public Transform SpawnA;
public Transform SpawnB;
public GameObject Soldier;
IEnumerator Spawn(){
while (spawns > 0){
Instantiate (Soldier, SpawnA.position, SpawnA.rotation);
spawns -=1;
Instantiate (Soldier, SpawnB.position, SpawnB.rotation);
spawns -=1;
yield return new WaitForSeconds(1f);
Instantiate (Soldier, SpawnA.position, SpawnA.rotation);
spawns -=1;
Instantiate (Soldier, SpawnB.position, SpawnB.rotation);
spawns -=1;
}
}
void Update(){
if (enemys == 0) {
enemys = rounds * 2;
spawns = enemys;
}
if (spawns > 0) {
Spawn ();
}
}
}
Comment
Aren't you getting empty game objects in the inspector?
I think you need a seed object to Instantiate from.
Drop a Soldier into the scene and hide it. In Start() try
Soldier = GameObject.Find("Soldier");
and see if this works.
Try this:
if (spawns > 0) {
StartCoroutine(Spawn ());
}
}
Answer by The-W.A.T.Z.R · Apr 28, 2014 at 11:47 PM
baybe this can help then in somewhere in the line
public bool Respawns = true; // whether to respawn object or just delete it
public float MinRespawnTime = 3.0f; // random timespan in seconds to delay respawn
public float MaxRespawnTime = 3.0f;
public float RespawnCheckRadius = 1.0f; // area around object which must be clear of other objects before respawn
protected AudioSource m_Audio = null;
public AudioClip DeathSound = null; // sound to play upon death
public AudioClip RespawnSound = null; // sound to play upon respawn
protected Vector3 m_StartPosition; // initial position detected and used for respawn
protected Quaternion m_StartRotation; // initial rotation detected and used for respawn
C#
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