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Question by waelelsawy · Sep 03, 2019 at 04:01 PM · c#lerptransform.positioncoroutines

How to spawn evenly spaced game objects and move them in a circular path?

Hi Everyone, I don't know why my code doesn't work as intended!, please help me. :)

Actual Behavior: alt text

Expected Behavior: alt text

Orbit class

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Orbit : MonoBehaviour
 {
     public Circle circlePrefab;
     public Vector2 centerPoint = Vector2.zero;
     [Range(3, 360)] public int segments = 5;
     public float xRadius = 2f;
     public float yRadius = 2f;
     public int numberOfCircles = 0;
     public float speed = 0f;
 
     private Vector2 initPosition = new Vector2(0, 2f);
     private Vector2[] points;
     private List<float> distances = new List<float>();
     private float totalDistance = 0;
 
     // Start is called before the first frame update
     void Start()
     {
         points = new Vector2[segments];
 
         for (var i = 0; i < segments; i++)
         {
             Vector2 point = GetPathPoint(i / (float) segments);
             
             if (i > 0)
                 totalDistance += AddSegment(points[i - 1], point);
 
             points[i] = point;
         }
 
         totalDistance += AddSegment(points[segments - 1], points[0]);
 
         StartCoroutine(SpawnCircles());
     }
 
     private Vector2 GetPathPoint(float t)
     {
         var angle = t * 360f * Mathf.Deg2Rad;
         var x = Mathf.Sin(angle) * xRadius;
         var y = Mathf.Cos(angle) * yRadius;
         return new Vector2(centerPoint.x + x, centerPoint.y + y);
     }
 
     private float AddSegment(Vector2 from, Vector2 to)
     {
         float distance = (from - to).sqrMagnitude;
         distances.Add(distance);
         return distance;
     }
 
     private IEnumerator SpawnCircles()
     {
         yield return new WaitForSeconds(1);
 
         var time = new WaitForSeconds(totalDistance / speed / numberOfCircles);
 
         for (var i = 0; i < numberOfCircles; i++)
         {
             Circle circle = Instantiate(circlePrefab, initPosition, transform.rotation);
             circle.transform.parent = transform;
             circle.name = "circle " + i;
             circle.points = points;
             circle.distances = distances;
             circle.speed = speed;
 
             yield return time;
         }
     }
 }
 

Circle class

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Circle : MonoBehaviour
 {
     public Vector2[] points;
     public float speed = 1f;
     public List<float> distances = new List<float>();
 
     private float distance = 0;
     private int currentIndex = 0;
     private float time = 0;
     private Vector2 currentPoint;
     private Vector2 nextPoint;
 
     // Start is called before the first frame update
     void Start()
     {
         currentPoint = points[currentIndex];
         nextPoint = points[currentIndex + 1];
     }
 
     // Update is called once per frame
     void Update()
     {
         if (transform.position == (Vector3) nextPoint)
         {
             currentIndex++;
             currentIndex %= distances.Count;
 
             time = 0;
             currentPoint = points[currentIndex];
             nextPoint = points[(currentIndex + 1) % points.Length];
         }
         
         time += Time.deltaTime;
         distance = time * speed / distances[currentIndex];
         transform.position = Vector2.Lerp(currentPoint, nextPoint, distance);
     }
 }
 

Can you have a look @Leia and @ImpOfThePerverse ?

screen-shot-2019-09-04-at-30948-pm.png (59.0 kB)
screen-shot-2019-09-04-at-30730-pm.png (59.1 kB)
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Answer by RunninglVlan · Sep 05, 2019 at 12:55 PM

Based on the code from Code Monkey's video (which I just happened to watch yesterday =D) here's my solution:

 using UnityEngine;
 
 public class Orbit : MonoBehaviour {
 
     [SerializeField] Transform satellite;
     [SerializeField] int count = 10;
     [SerializeField] float distanceFromCenter = 2;
     [SerializeField] int rotationSpeed = 5;
 
     void Start() => PlaceSatellitesAround();
 
     private void PlaceSatellitesAround() {
         for (int i = 0; i < count; i++) {
             var angle = i * (360f / count);
             var direction = Quaternion.Euler(0, 0, angle) * Vector3.up;
             var position = transform.position + direction * distanceFromCenter;
             Instantiate(satellite, position, Quaternion.identity, transform);
         }
     }
 
     void Update() => Rotate();
 
     private void Rotate() {
         transform.Rotate(Vector3.forward, rotationSpeed * Time.deltaTime);
     }
 }

I hope you'll be able to adapt it to your needs. Feel free to ask questions if you have any.

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