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Question by bhavinbhai2707 · Sep 23, 2021 at 01:28 AM · c#instantiatepatternradial

Radial object spawning like arrow fest game?

Hi,

I am creating a game that kind of requires the mechanic of arrows in the following game arrow fest (https://www.youtube.com/watch?v=7njziDe4mts). I can't seem to figure out how to do that arrow grouping and circling? I thought of spawning objects around player in circles and I used the following code

 void UpdateCircle()
 {
     for (int i = 0; i < instantiateList.Count; i++)
     {
         float angle = i * Mathf.PI * 2f / instantiateList.Count;
         Vector3 newPos = new Vector3( Mathf.Cos(angle) * radius , Mathf.Sin(angle) * radius , 0 );
         instantiateList[i].transform.localPosition = newPos;
     }
 }

But it didn't work as I wanted and in the video. I wanted to ask if there is a better way to achieve such seamless grouping of objects around the player? Any ideas, tips, resources will be appreciated.

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avatar image HammockHead21 · Sep 23, 2021 at 05:13 AM 0
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What about it didn't work as you wanted? Can you share a screenshot?

avatar image bhavinbhai2707 HammockHead21 · Sep 23, 2021 at 09:33 AM 0
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alt text

I was able to achieve something similar to what I want, but it is too symmetrical.

    public void spawn(float radius, float numberofspawns)
     {
         float archLength = (degree / 360) * 2 * Mathf.PI;
         float nextAngle = archLength / numberofspawns;
         float angle = 0;
 
         GameObject g = new GameObject();
         g.transform.localPosition = Vector3.zero;
         for (int i = 0; i < numberofspawns; i++)
         {
             float x = Mathf.Cos(angle) * radius * direction;
             float y = Mathf.Sin(angle) * radius * direction;
 
             GameObject obj = Instantiate(Resources.Load("Sphere") as GameObject, transform.position, Quaternion.identity);
             obj.transform.localPosition = new Vector3(x, y, transform.position.z);
             obj.transform.SetParent(g.transform);
             angle += nextAngle;
         }
         g.transform.SetParent(transform);
         g.transform.localPosition = Vector3.zero;
     }

capture.png (132.8 kB)

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Answer by andrew-lukasik · Sep 23, 2021 at 09:04 AM

http://algorithmicbotany.org/papers/abop/abop-ch4.pdf

phyllotaxis code formula. algorithmic botany. paper

 using UnityEngine;
 public class PhyllotaxisTest : MonoBehaviour
 {
     [SerializeField][Min(0)] int _count = 256;
     [SerializeField] float _c = 5.25f;
     [SerializeField] float _radiusScale = 0.0001f;
     [SerializeField] float _gizmoSize = 0.075f;
     void OnDrawGizmos ()
     {
         // reference: http://algorithmicbotany.org/papers/abop/abop-ch4.pdf (page 2)
         for( int n=1 ; n<=_count ; n++ )
         {
             float phi = _c * Mathf.Sqrt(n);
             float r = n * 137.5f * _radiusScale;
             Vector3 point = new Vector3( Mathf.Cos(phi)*r , Mathf.Sin(phi)*r , 0 );
             Gizmos.DrawSphere( point , _gizmoSize );
         }
     }
 }

PhyllotaxisTest.cs results preview


screenshot-2021-09-23-105705.jpg (116.0 kB)
awj3h049-rhtr9o43iuojhtrhp98aueorjg9seurhtwe98rghl.gif (151.7 kB)
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avatar image andrew-lukasik · Sep 23, 2021 at 09:09 AM 0
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Change _c to produce all kind of cool patterns. 5.25f is very bland one at that.

avatar image bhavinbhai2707 · Sep 23, 2021 at 09:28 AM 0
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Hey, Thank you so much for your answer and the article, This actually looks really cool and close to what I am ai$$anonymous$$g for at the moment. I created something similar but it was really symmetric.

alt text

using this code

  public void spawn(float radius, float numberofspawns)
     {
         float archLength = (degree / 360) * 2 * Mathf.PI;
         float nextAngle = archLength / numberofspawns;
         float angle = 0;
 
         GameObject g = new GameObject();
         g.transform.localPosition = Vector3.zero;
         for (int i = 0; i < numberofspawns; i++)
         {
             float x = Mathf.Cos(angle) * radius * direction;
             float y = Mathf.Sin(angle) * radius * direction;
 
             GameObject obj = Instantiate(Resources.Load("Sphere") as GameObject, transform.position, Quaternion.identity);
             obj.transform.localPosition = new Vector3(x, y, transform.position.z);
             obj.transform.SetParent(g.transform);
             angle += nextAngle;
         }
         g.transform.SetParent(transform);
         g.transform.localPosition = Vector3.zero;
     }

I think your solution will add that asymmetry that I am looking for which will help with the effect.

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