'Prevent Spawning Prefabs At The Same Position In A Row
i am trying to develop a unity game which uses prefabs spawn at random locations from an array. The problem i am having is prefabs are spawning on the top of each other too many times. I have tried to prevent this from happening with the help of other topics not only here but also from google but i couldnt apply some methods to my code. So my goal is keep tracking last spawned object position and spawn next object at diffrent position from the array i have created within the obstacle script. Is there anyone who can help me?
This is my obstacle scripts which attached to prefabs.
public class obstacle : MonoBehaviour
{
private Rigidbody targetRb;
// Start is called before the first frame update
private float minSpeed = 12;
private float maxSpeed = 16;
private float ySpawnPos = 6;
private float NewPosition = -1.87f;
private List<Vector3> spawnPositions = new List<Vector3>();
private int index;
public int offset = 1;
void Start()
{
index = Random.Range(0, spawns.Length);
transform.position = spawns[index];
}
private void OnTriggerEnter(Collider other)
{
Destroy(gameObject);
}
Vector3 RandomForce()
{
return Vector3.down * Random.Range(minSpeed, maxSpeed);
}
Vector3[] spawns = new[]
//spawns = new Vector3[]
{
new Vector3(-2.16f,7,0),
new Vector3(-0.67f,7,0),
new Vector3(0.75f,7,0),
new Vector3(2.22f,7,0)
};
}
This is my game manager script which spawn the prefabs.
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
//spawnera alternatif daha güzel
{
public List<GameObject> targets;
// Start is called before the first frame update
public int score;
public TextMeshProUGUI scoreText;
public TextMeshProUGUI gameOverText;
public Button restartButton;
public bool isGameActive;
public float spawnRate = 3.0f;
public Text highScore;
public Text highestScore;
void Start()
{
isGameActive = true;
score = 0;
UpdateScore(0);
StartCoroutine(SpawnTarget());
highScore.text = PlayerPrefs.GetInt("HighScore", 0).ToString();
}
IEnumerator SpawnTarget()
{
while (isGameActive)
{
yield return new WaitForSeconds(spawnRate);
int index = Random.Range(0, targets.Count);
Instantiate(targets[index]);
UpdateScore(5);
if(score > PlayerPrefs.GetInt("HighScore",0))
{
PlayerPrefs.SetInt("HighScore", score);
highScore.text = score.ToString();
}
}
}
// Update is called once per frame
public void UpdateScore(int scoreToAdd)
{
score += scoreToAdd;
scoreText.text = "Score: " + score;
}
public void GameOver()
{
restartButton.gameObject.SetActive(true);
gameOverText.gameObject.SetActive(true);
isGameActive = false;
Time.timeScale = 0;
highScore.gameObject.SetActive(true);
highestScore.gameObject.SetActive(true);
}
public void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
Time.timeScale = 1;
}
}
Solution 1:[1]
A stack or queue might be a bit overkill, so instead, I'll just keep an iterator and check if we are exceeding the bounds of your array. I am also going to move the initial placement to the GameManager so it can manage which positions are left in the spawn list locations.
// move the array of locations to the GameManager
Vector3[] spawns = new[]
{
new Vector3(-2.16f,7,0),
new Vector3(-0.67f,7,0),
new Vector3(0.75f,7,0),
new Vector3(2.22f,7,0)
};
private int currentSpawnItr = 0;
private int maxSpawnItr = 0;
private System.Random rndm;
private void Start()
{
rndm = new System.Random();
maxSpawnItr = spawns.Length;
ShufflePositions();
}
IEnumerator SpawnTarget()
{
while (isGameActive)
{
yield return new WaitForSeconds(spawnRate);
int index = Random.Range(0, targets.Count);
GameObject tmpObstacle = Instantiate(targets[index]);
tmpObstacle.transform.position = GetNextPosition();
UpdateScore(5);
if(score > PlayerPrefs.GetInt("HighScore",0))
{
PlayerPrefs.SetInt("HighScore", score);
highScore.text = score.ToString();
}
}
}
private Vector3 GetNextPosition()
{
// when we reach the bounds of our spawn array length, shuffle it again
// and reset our iterator
if(currentSpawnItr == maxSpawnItr)
{
currentSpawnItr = 0;
ShufflePositions();
}
++currentSpawnItr;
return spawns[currentSpawnItr-1];
}
private void ShufflePositions()
{
Vector3 prevLast = spawns[maxSpawnItr-1];
spawns = spawns.OrderBy(spawn => rndm.Next()).ToArray();
// when our new first spawn was our old last spawn
if(spawns[0] == prevLast)
{
// randomly pick an index to swap our first element to
int randomIdx = rndm.Next(1, maxSpawnItr);
spawns[0] = spawns[randomIdx];
spawns[randomIdx] = prevLast;
}
}
I have not tested the above snippet. It is more the direction you could take this. If you have issues implementing this let me know.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 |
