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Question by MichaellaM · Mar 12, 2015 at 04:12 PM · c#2dinstantiatesidescroller

Instantiate ground/enemies

I'm making a 2D side scroller game, and I'm trying to instantiate the pieces of ground in front of character, and to destroy them after a few seconds, but I don't know how to do. This code I use for the enemies and for the ground, but they are instantiated sometimes up, and sometimes down. How can I fix it and instantiate both in the same X position? I'm new in this.

(Sorry bad english! Hope you understand!)

 using UnityEngine;
 using System.Collections;
 
 public class SpawnScript : MonoBehaviour {
 
     public GameObject[] obj;
     public float spawnMin = 6f;
     public float spawnMax = 7f;
 
     // Use this for initialization
     void Start () 
     {
         Spawn ();
     }
     
     void Spawn () 
     {
         Instantiate(obj[Random.Range (0, 0)], transform.position, Quaternion.identity);
         Invoke ("Spawn", Random.Range (spawnMin, spawnMax));
 
     }
 }
 
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Answer by HammerCar · Mar 13, 2015 at 08:53 PM

I am guessing that the SpawnScript is on your player. You are using transform.position and so it takes the y value of your player too. To fix this replace the transform.position with new Vector3 (x, y, z). x is your x value, y should be the y value that you want and z should be 0.

if you want to instantiate your objects in front of the player you should do something like transform.position.x + 2f for the x value. Adjust the value to be what you need.

To destroy the ground you can do something like this:

 void Spawn () 
 {
     GameObject ground = (GameObject)Instantiate(obj[Random.Range (0, 0)], new Vector3 (x, y, z), Quaternion.identity);   // Cast it as a GameObject and making it a variable
 
     StartCoroutine (DestroyGround (ground));                                                                             // here we are calling the DestroyGround method
 
     Invoke ("Spawn", Random.Range (spawnMin, spawnMax));
 }
 
 IEnumerator DestroyGround (GameObject ground) {
     yield return new WaitForSeconds (s);                // s should be the time after the ground is destroyed
     Destroy (ground);                                   // here we destroy the ground
 }
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