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Question by davidflynn2 · Jul 15, 2013 at 05:48 PM · c#spawnworldblocks

World Spawn Layer under current Layer

I have the following script spawning my parts of my world. I would like to add another layer to this shape just bellow the current one just not sure how to do it. Here is my script so far.

 using UnityEngine;
 using System.Collections;
 
 public class WorldSpawn : MonoBehaviour {
 
 
 public GameObject block1; 
 int worldWidth  = 6;
 int worldHeight  = 6;
 float spawnSpeed = 0;
  
 void  Start ()
     {
 StartCoroutine(CreateWorld());
 }
  
 IEnumerator CreateWorld (){
  
     for(int x =0; x<worldWidth; x+=1) {
       yield return new WaitForSeconds(spawnSpeed);
      for(int z =0; z<worldHeight; z+=1) {
       yield return new WaitForSeconds(spawnSpeed);
  
       GameObject block = Instantiate(block1,block1.transform.position, block1.transform.rotation)as GameObject;
  
       block.transform.localPosition = new Vector3(x, 0, z);
  
       }
  
       }
  
       }
 }
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Answer by iwaldrop · Jul 15, 2013 at 08:18 PM

It seems like you need a 'worldDepth' variable and the nesting of another for loop.

 for (x)
     for (z)
         for (y)
             // instantiate blocks
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avatar image davidflynn2 · Jul 15, 2013 at 11:12 PM 0
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Ok so this is the code I come up with from your suggestion the only thing I still need to change is I need the Y to use a different block.

 using UnityEngine;
 using System.Collections;
 
 public class WorldSpawn : $$anonymous$$onoBehaviour {
 
 
 public GameObject block1;
 public GameObject block2;
 int worldWidth  = 6;
 int worldHeight  = 6;
 int worldThickness = 3;
 float spawnSpeed = 0;
  
 void  Start ()
     {
 StartCoroutine(CreateWorld());
 }
  
 IEnumerator CreateWorld (){
  
     for(int x =0; x<worldWidth; x+=1) {
       yield return new WaitForSeconds(spawnSpeed);
      
     for(int z =0; z<worldHeight; z+=1) {
       yield return new WaitForSeconds(spawnSpeed);
     
      for(int y =0; y<worldThickness; y+=1) {
       yield return new WaitForSeconds(spawnSpeed);
                     
       GameObject block = Instantiate(block1,block1.transform.position, block1.transform.rotation)as GameObject;
  
       block.transform.localPosition = new Vector3(x, y, z);
  
       }
  
             }
       }
  
       }
 }
 
 

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