Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Long Fall Games · Apr 05, 2014 at 04:12 PM · camera2dphysicscamera.screentoworld

All Sprites Instantiate In top right of screen for some reason.

So I'm working on a simple "chain reaction" game (you click a single dot per game, it explodes detonating nearby dots and you try to get this biggest chain possible) I got my points to move around correctly, and made a small debug menu to change startup parameters. I spawn objects at 2 points in the code.

1

 void checkBounds()
     {
         if(spr.isVisible==false)
         {
             //spawn a new object
             Vector3 newPos=Camera.main.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,0));
             Instantiate(Point,new Vector3(Random.Range(0,newPos.x),Random.Range(0,newPos.y),0),this.transform.rotation);
             Destroy(this.gameObject);
         }
     }

This basically checks if the sprite is off screen, if it is then it destroys it and spawns a new one within the bounds.

and 2

 public class spawner : MonoBehaviour {
     public float count;
     public GameObject Point;
     // Use this for initialization
     void Start () 
     {
         levelData data=GameObject.Find("mainObj").GetComponent<levelData>() as levelData;
         count=data.count;
 
     }
     
     // Update is called once per frame
     void Update () 
     {
         Vector3 newPos=Camera.main.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,0));
         float counter=count;
         while(counter!=0)
         {
             Instantiate(Point,new Vector3(Random.Range(0,newPos.x),Random.Range(0,newPos.y),0),this.transform.rotation);
             counter--;
         }
         Destroy (this.gameObject);
     }
 }
 

For some reason i cant figure out this code spawns all the points in the top right of the screen clustered together.

alt text

I'll throw in a web player as well in case you want to see it in action (although its nothing too exciting) however you Must change the count, It says 1 from the start but it must be changed for the value to stick.

WebPlayerLink

screenshot (7).png (33.2 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Keep player from falling outside the camera? [2d] 1 Answer

Why Does Object Keep Getting Faster? 1 Answer

How to convert Torque Stabilizer to RigidBody2D? 1 Answer

rigidbody2d.AddForceAtPosition Doesn't Add Horizontal Movement? 1 Answer

Sprite does not rotate with a CircleCollider2D 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges