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Question by jayssonkid · Jul 15, 2020 at 06:52 AM · object poolrandomspawning

Spawn Pooled objects at random spawn locations

Hi, I'm new to Unity and programming - can anyone help me with this issue?

I want my pooled prefabs to spawn on different locations and when the prefab collides with the player, it chooses a different spawn location. I've got my pooled objects working somehow. But I can't get the random position to work. Hope someone can help. Thanks in advance!

My GamePooler script which is attached to an empty gameobject

 public class GamePooler : MonoBehaviour
 {
     [System.Serializable]
     public class Pool
     {
         public string tag;
         public GameObject prefab;
         public int size;
     }
 
     public static GamePooler Instance;
 
     private void Awake()
     {
         Instance = this;
     }
     public List<Pool> pools;
     public Dictionary<string, Queue<GameObject>> poolDictionary;
     // Start is called before the first frame update
     void Start()
     {
         
         poolDictionary = new Dictionary<string, Queue<GameObject>>();
 
         foreach(Pool pool in pools)
         {
             Queue<GameObject> objectPool = new Queue<GameObject>();
 
             for (int i = 0; i < pool.size; i++)
             {
                 GameObject obj = Instantiate(pool.prefab);
                 obj.SetActive(false);
                 objectPool.Enqueue(obj);
             }
 
             poolDictionary.Add(pool.tag, objectPool);
         }
     }
 
 
     public GameObject SpawnFromPool (string tag, Vector3 position, Quaternion rotation)
     {
         if(!poolDictionary.ContainsKey(tag))
         {
             Debug.LogWarning("Pool with tag " + tag + " doesn't exist");
             return null;
         }
 
         GameObject objectToSpawn = poolDictionary[tag].Dequeue();
 
         objectToSpawn.SetActive(true);
         objectToSpawn.transform.position = position;
         objectToSpawn.transform.rotation = rotation;
 
         IPooler pooledObject = objectToSpawn.GetComponent<IPooler>();
 
         if(pooledObject !=null)
         {
             pooledObject.OnOjectSpawn();
         }
 
         poolDictionary[tag].Enqueue(objectToSpawn);
 
         return objectToSpawn;
     }

And my spawner location script

 using System.Collections.Generic;
 using UnityEngine;
 
 public class MSpawner : MonoBehaviour
 {
     GamePooler moneyPooler;
     public List<Transform> spawnPoints = new List<Transform>();
     // Start is called before the first frame update
     void Start()
     {
         GetSpawnPoints();
         moneyPooler = GamePooler.Instance;
     }
 
     private void FixedUpdate()
     {
         moneyPooler.SpawnFromPool("Money", RandomSpawnpoint(), Quaternion.identity);
     }
 
     
     public Vector3 RandomSpawnpoint()
     {
         int randomSP = Random.Range(0, (spawnPoints.Count - 1));
         Vector3 randomSpawnPoint = spawnPoints[randomSP].transform.position;
         return randomSpawnPoint;
     }
 
     void GetSpawnPoints()
     {
         //List using standar library
         //look through nested children
         Transform[] spList = transform.GetComponentsInChildren<Transform>(); //note: 'this' is not required anymore
         for (int i = 0; i < spList.Length; i++)
         {
             if (spList[i].tag == "SpawnPoints")
             {
                 //add to the list
                 spawnPoints.Add(spList[i]);
             }
         }
     }
 
 
 
 }
 
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