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Question by media_unity898 · Sep 03, 2021 at 10:41 AM · spawning problems

City Generator Script Not Working

Hey guys,

This city generator script I made doesn't populate any objects for some reason. It worked before but isn't now. Made a quick loom video to give some visual context if you need. Let me know if anyone can figure it out or any more questions.

Salud,

-Z

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class OsirisCityGenerator : MonoBehaviour
 {
     public GameObject[] itemsToPickFrom;
     public GameObject terrainMesh;
     public float itemNumSpawn = 10;
     public float itemXSpread = 100;
     public float itemYSpread = 0;
     public float itemZSpread = 100;
     public float cHeightMax = 40f;
 
     // Start is called before the first frame update
     void Start()
     {
         for (int i = 0; i < itemNumSpawn; i++)
         {
             Vector3 pos = new Vector3(Random.Range(-itemXSpread, itemXSpread), Random.Range(-itemYSpread, itemYSpread), Random.Range(-itemZSpread, itemZSpread));
             Vector3 posProjected = ProjectPointOnTerrain(pos, out Color tColor);  
         }
 
 
     }
 
 
 
     Vector3 ProjectPointOnTerrain(Vector3 pointInput, out Color tColor)
     {
         Vector3 pointTemp = Vector3.zero;
 
         RaycastHit hit;
         Ray ray = new Ray(pointInput, Vector3.down * 100000f);
         Collider coll = terrainMesh.GetComponent<Collider>();
         int randomIndex = Random.Range(0, itemsToPickFrom.Length);
 
         if (coll.Raycast(ray, out hit, 400f))
         {
             Quaternion spawnRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
 
             Renderer rend = hit.transform.GetComponent<Renderer>();
             Texture2D tex = rend.material.mainTexture as Texture2D;
             Vector2 pixelUV = hit.textureCoord;
             pixelUV.x *= tex.width;
             pixelUV.y *= tex.height;
 
             tColor = tex.GetPixel((int)pixelUV.x, (int)pixelUV.y);
 
             GameObject curBuilding = Instantiate(itemsToPickFrom[randomIndex], hit.point, spawnRotation, this.transform);
             curBuilding.transform.GetComponent<MeshRenderer>().material.color = tColor;
 
             float rV = tColor.r;
             float gV = tColor.g;
             float bV = tColor.b;
 
             curBuilding.transform.localScale = new Vector3(bV * 1f + rV * 2f + gV * 1f, bV * Random.Range(0, cHeightMax) + rV * Random.Range(0, cHeightMax) + gV * Random.Range(0, cHeightMax), bV * 1f + rV * 2f + gV * 1f);
       
         }
 
         
 
         else
         {
             tColor = Color.black;
         }
 
 
         return pointTemp;
 
     }
 
    
     // Update is called once per frame
     void Update()
     {
 
 
     }
 }
 

,Hey guys,

This script I made isn't generating for some reason. I've posted the code below and a loom video if you need some more visual context of the situation, lmk if anyone has the answer.

Salud,

-Z

Loom video: https://www.loom.com/share/3b1aa374d9e24f6cb38c39507f5fab9c


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class OsirisCityGenerator : MonoBehaviour
 {
     public GameObject[] itemsToPickFrom;
     public GameObject terrainMesh;
     public float itemNumSpawn = 10;
     public float itemXSpread = 100;
     public float itemYSpread = 0;
     public float itemZSpread = 100;
     public float cHeightMax = 40f;
 
     // Start is called before the first frame update
     void Start()
     {
         for (int i = 0; i < itemNumSpawn; i++)
         {
             Vector3 pos = new Vector3(Random.Range(-itemXSpread, itemXSpread), Random.Range(-itemYSpread, itemYSpread), Random.Range(-itemZSpread, itemZSpread));
             Vector3 posProjected = ProjectPointOnTerrain(pos, out Color tColor);  
         }
 
 
     }
 
 
 
     Vector3 ProjectPointOnTerrain(Vector3 pointInput, out Color tColor)
     {
         Vector3 pointTemp = Vector3.zero;
 
         RaycastHit hit;
         Ray ray = new Ray(pointInput, Vector3.down * 100000f);
         Collider coll = terrainMesh.GetComponent<Collider>();
         int randomIndex = Random.Range(0, itemsToPickFrom.Length);
 
         if (coll.Raycast(ray, out hit, 400f))
         {
             Quaternion spawnRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
 
             Renderer rend = hit.transform.GetComponent<Renderer>();
             Texture2D tex = rend.material.mainTexture as Texture2D;
             Vector2 pixelUV = hit.textureCoord;
             pixelUV.x *= tex.width;
             pixelUV.y *= tex.height;
 
             tColor = tex.GetPixel((int)pixelUV.x, (int)pixelUV.y);
 
             GameObject curBuilding = Instantiate(itemsToPickFrom[randomIndex], hit.point, spawnRotation, this.transform);
             curBuilding.transform.GetComponent<MeshRenderer>().material.color = tColor;
 
             float rV = tColor.r;
             float gV = tColor.g;
             float bV = tColor.b;
 
             curBuilding.transform.localScale = new Vector3(bV * 1f + rV * 2f + gV * 1f, bV * Random.Range(0, cHeightMax) + rV * Random.Range(0, cHeightMax) + gV * Random.Range(0, cHeightMax), bV * 1f + rV * 2f + gV * 1f);
       
         }
 
         
 
         else
         {
             tColor = Color.black;
         }
 
 
         return pointTemp;
 
     }
 
    
     // Update is called once per frame
     void Update()
     {
 
 
     }
 }
 



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