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Question by Catonyourhead · Nov 21, 2016 at 12:29 AM · scripting probleminstantiateprefabrandom

Instantiate Random Prefab From Folder

So I'm trying to instantiate a random prefab from a folder full of prefabs. I've done a ton of reading and just cant figure it out. I think I am referring to the folder with my prefabs in it improperly. My prefabs are in Assets/Resources/Prefabs/Hallways. What am I doing wrong? here's my code. P.S. any other optimization tips would be greatly appreciated.

using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq;

public class HallScript : MonoBehaviour {

 private GameObject target;
 [SerializeField]
 private float checkPoint;
 [SerializeField]
 private float position;
 public GameObject hallPrefab;
 private GameObject prefabClone;
 private List<GameObject> HallList;
 public GameObject[] HallListArray;

 // Use this for initialization
 void Start ()
 {
     checkPoint = 0;
     target = GameObject.FindGameObjectWithTag("Player");
 }
 
 // Update is called once per frame
 void Update () {
     position = gameObject.transform.position.z;
     gameObject.transform.position = new Vector3(0,0, target.transform.position.z);
     if (position >= checkPoint)
     {
         checkPoint = checkPoint + 40;
         spawnHall();
     }
 }
 void spawnHall()
 {
     print("Parameter Met");
     HallListArray = Resources.LoadAll<GameObject>("HallPrefabs");
     HallList = HallListArray.ToList();
     hallPrefab = HallList[Random.Range(0, HallList.Count)];
     prefabClone = Instantiate(hallPrefab, new Vector3(0,0, checkPoint), Quaternion.identity) as GameObject;
 }

}

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Answer by Catonyourhead · Nov 21, 2016 at 12:45 AM

Some more info- The object this is attached to follows an object which constantly moves forward along the z axis. Every time said objects reach a certain interval a prefab of the next section is instantiated. It all worked fine until I tried to instantiate a random prefab from a folder rather than a preset prefab.

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