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Question by hans_vesthardt98 · Jun 19, 2013 at 07:15 AM · destroyrandomspawningcube

How can i destroy cubes that is randomly generated when i have passed them?

Hello. I am making a game where you have to steer between randomly generated cubes. I noticed that if you play for a long time it get's laggy because of all the cube clones. This is my code for the spawning:

 using UnityEngine;
 using System.Collections;
 
 public class CubeSpawner : MonoBehaviour {
     public GameObject cubePrefab;
     public float delayBetweenSpawns = 0.75f;
     private float spawnTime;
     public float spawnDistance = 105;
     public Transform character;
     void Awake () {
         for ( int i = 0; i < 10; i++ ){
             CreateCube ( character.position.z + 10 * i + 10 );
         }
         gameObject.SetActive ( false );
     }
     // Use this for initialization
     void Start () {
     spawnTime = Time.time;
         
     }
     void CreateCube ( float pos ){
         Instantiate ( cubePrefab, new Vector3 ( Random.Range ( -4.5f, 4.5f ), 0.5f, pos ), Quaternion.identity );
     }
     // Update is called once per frame
     void Update () {
         if ( spawnTime < Time.time ) {
             CreateCube ( spawnDistance + character.position.z );
             spawnTime += delayBetweenSpawns;
             if ( delayBetweenSpawns > 0.25f){
                 delayBetweenSpawns -= 0.002f;    
             }
         }
             
     }

I want it so these cubes get's destroyed when i am 20 yards away from them. (On the z coord) Thanks for taking your time to be reading this!

Cheers

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Answer by robertbu · Jun 19, 2013 at 07:20 AM

In a script attached to the cubes, you can do something like this:

 var goPlayer : GameObject;
 
 function Start() {
   goPlayer = GameObject.Find("Player");
 }
 
 function Update() {
     if (player.transform.position.z - transform.position.z > 20)
         Destory(gameObject);
 }

Note from a performance standpoint, you would be better off doing a pooling system where you reuse blocks rather than Instantiating and Destroying them.

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avatar image hans_vesthardt98 · Jun 19, 2013 at 07:28 AM 0
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Thank you very much for your answer! With this pooling system, can the placement of the reused blocks still be random?

avatar image robertbu · Jun 19, 2013 at 07:33 AM 0
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Yes they can still be random. Ins$$anonymous$$d of creating a new block, you just set a new position for an existing block. There are a number of posts on pooling systems.

avatar image hans_vesthardt98 · Jun 19, 2013 at 07:34 AM 0
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Thank you once again. For now the script you posted will help me a lot, but i will look into a pooling system later :-)

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