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Question by aidenkael · Apr 08, 2014 at 11:00 PM · c#instantiate

Programaticly Spawn Powerups?

How can I programaticly spawn powerups? I need an example in c# of how to do this. My complete code is as follows:

 using UnityEngine;
 using System.Collections;
 using System.Timers;
 
 public class Random_Powerup_Generation : MonoBehaviour 
 {
     private static Timer PowerupTimer;
     private int newPower;
 
     // Use this for initialization
     void Start () 
     {
         //randomize timer to int between 15000 and 45000
         double powerupInterval = Random.Range(15000,45000);
         //create timer
         PowerupTimer = new Timer(powerupInterval);
         //create the event for the timer
         PowerupTimer.Elapsed += new ElapsedEventHandler (CreateNewPowerup);
         //start timer
         PowerupTimer.Start();
         //Make sure it resets
         PowerupTimer.AutoReset = true;
     }
 
     // Update is called once per frame
     void Update ()
     {
         //random powerup
         newPower = 0; //Random.Range(0,2);
     }
     
     void CreateNewPowerup(object source, ElapsedEventArgs e)
     {
         //create new powerup
         
         switch (newPower)
         {
             case 0:
             break;
             case 1:
             break;
             case 2:
             break;
         }
     }
 }

My powerups are in prefabs, and an example of a name is pre_HealthPowerup.

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Answer by KMKxJOEY1 · Apr 14, 2014 at 01:13 AM

If your powerups are GameObjects, a simple Instantiate should work just fine. In this code:

 Instantiate(powerup, spawnPos, spawnRot);

powerup is the GameObject to spawn (store it in a variable of your script) spawnPos is the Vector3 position to spawn the powerup at and spawnRot is the rotation you want the powerup to have when it is spawned

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avatar image akauper · Apr 14, 2014 at 01:18 AM 0
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A side note, this requires that you create public variables for each powerup, then drop your prefab onto the variable within the editor.

If this is not what you want then something else you might want to look into is Resources.Load

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