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Question by blakeadean · Aug 09, 2016 at 12:05 AM · clonesobject pool

I am getting endless clones while activating objects from a pool

This code seems to work as long as there is no Random.Range however, I need the random pacement. Any help would be appreciated.

void Scroll (){

     for (int i = 0; i < stars.Count; i++) {

         if (!stars [i].activeInHierarchy) {
             stars [i].transform.position = new Vector2 (Random.Range (12f, 20f), Random.Range (-6f, 6f));
             stars [i].transform.rotation = transform.rotation;
             stars [i].SetActive (true);
             break;
         }

     }

 }

here is the pooling code just in case

void Start () {

     self = GetComponent<Rigidbody2D>();

     stars = new List<GameObject>();
     for (int i = 0; i < poolsize; i++) {
         GameObject obj = (GameObject)Instantiate (star);
         obj.SetActive(false);
         stars.Add(obj);
     }
         
     Invoke ("Scroll", .2f);

 }
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Answer by blakeadean · Aug 09, 2016 at 12:42 AM

Never mind, sorry for the useless post... I had the script coupled to the actual star object instead of the camera causing the infini-loop. I separated the movement into it's own script for the star and retooled the pooler and spawner tact right on the camera.

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