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Question by VAN-D00M · Aug 12, 2014 at 02:01 PM · c#instantiatearrayspawnpoints

Spawning Object at Random Points in an Array?

Hi

Never be taught about arrays in College so everything I know has been crafted together from what I've seen and heard. Done loads of googling and haven't found anything useful of what I want to do.

Got a prefab and want to spawn it random locations. I've make a load of spawn points where I wouldn't mind it spawning so I decided to put them in an array. I've seen a few ways to pick a random value from an array but won't work with mine.

I have set the array up with find with tags so i just need it to randomly pick a transform from that array.

Can anyone help please.

     public GameObject hazard; 
     public GameObject[] hazardSpawn;
 
     public int hazardCount;
     public int multiply = 2;
     public float spawnWait;
     public float startWait;
     public float waveWait;
     
     void Start ()
     {
         hazardSpawn = GameObject.FindGameObjectsWithTag ("HazardSpawn");
 
         StartCoroutine (SpawnWaves ());
     }
     
     IEnumerator SpawnWaves ()
     {
         yield return new WaitForSeconds (startWait);
         while (true)
         {
             for (int i = 0; i < hazardCount; i++)
             {
 
                 Transform spawnPoint = hazardSpawn[Random.Range(0, hazardSpawn.Length)]; //this is what I tried
                 Quaternion spawnRotation = Quaternion.identity;
                 Instantiate (hazard, hazardSpawn, spawnRotation);
 
                 yield return new WaitForSeconds (spawnWait);
             }
             //hazardCount needs to be multiplied here (my little reminder)
 
             yield return new WaitForSeconds (waveWait);
         }
     }
 }
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avatar image Scribe · Aug 12, 2014 at 02:14 PM 0
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is hazardCount definitely set to something other than 0, at the moment it will default to 0 and your for loop will therefore never run.

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Answer by KellyThomas · Aug 12, 2014 at 02:05 PM

This snippet is not actually using the position of your spawnPoint:

 Transform spawnPoint = hazardSpawn[Random.Range(0, hazardSpawn.Length)]; //this is what I tried
 Quaternion spawnRotation = Quaternion.identity;
 Instantiate (hazard, hazardSpawn, spawnRotation);

Try passing these values to your Instantiate() call:

 Instantiate (hazard, spawnPoint.position, spawnRotation);

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avatar image Chelmney_ · Aug 12, 2014 at 02:05 PM 0
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That code is right, though it might lack a little something:

 Transform spawnPoint = hazardSpawn[(int)Random.Range(0, hazardSpawn.Length)];
 

Random.Range returns a float but you can only access arrays with integers. Apart from that, you should follow the advice of the other user who gave you an answer.

avatar image Tehnique Chelmney_ · Aug 12, 2014 at 02:06 PM 0
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Actually, if you call it with ints, the int overload is called, and it returns an int, so no need for casting.

avatar image Chelmney_ Chelmney_ · Aug 12, 2014 at 02:07 PM 0
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Right, I missed that part in the documentation. Sorry!

avatar image VAN-D00M · Aug 12, 2014 at 04:05 PM 0
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Cheers for that. but how come I get this error with this line of code.

error CS0029: Cannot implicitly convert type UnityEngine.GameObject' to UnityEngine.Transform'

 Transform spawnPoint = hazardSpawn[Random.Range(0, hazardSpawn.Length)]; 
 

avatar image StianC · Aug 12, 2014 at 05:01 PM 1
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 Transform spawnPoint = hazardSpawn[Random.Range(0, hazardSpawn.Length)].transform;
avatar image VAN-D00M · Aug 12, 2014 at 06:01 PM 0
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Beautiful! Thanks all for your help! :)

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