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Question by chrisd313 · Dec 09, 2019 at 01:00 PM · instantiateprefabprefabsinstantiate prefabclones

Instantiate is spawning too many clones

Just at a bit of an impasse with this one if anyone can help.

I am developing an endless runner, and I am trying to instantiate my obstacle prefabs by having my player go through a trigger which activates an instantiation. The problem I'm having is that when the player goes through the trigger, my code seems to instantiate multiple prefabs at a time. I'll post screenshots and my codes to illustrate this better. The first screenshot shows the player going through its first trigger spawning 3 clones, and then the second trigger instantiating even more clones. alt text

`alt text`

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObsGenerator : MonoBehaviour
 {
 
     public GameObject spawnTrigger;
     public GameObject Player;
     [SerializeField] private List<Transform> obstacleList;
 
     public Transform spawnLocation;
 
     public void OnTriggerEnter2D(Collider2D Player)
     {
         if (Player.CompareTag("Respawn"))
         {
            // for (int i = 0; i < obstacleList.Count; i++)
             {
                 spawnObstacle();
                 
             }
         }
     }
 
     public void spawnObstacle()
     {
         for (int i = 0; i < obstacleList.Count; i++)
 
             if (obstacleList.Count > 0)
             {
                 Transform chosenLevelPart = obstacleList[Random.Range(0, obstacleList.Count)];
                 Instantiate(chosenLevelPart);
             }
         }
     }

Really appreciate anybody's help!

extracloneserror1.png (56.6 kB)
extracloneserror2.png (71.8 kB)
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Answer by Larry-Dietz · Dec 09, 2019 at 02:06 PM

You are telling it to spawn an obstacle for every obstacle in your list. What was your reasoning for putting that loop in the spawn code?

Get rid of the for loop, an it should only spawn a single random obstacle from your list each time the player enters the trigger.

Hope this help, -Larry

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avatar image chrisd313 · Dec 09, 2019 at 04:54 PM 0
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Hi Larry, it’s so obvious now you have said it. I’ve removed the for loop, I’m not quite sure why it’s there, I may have been experimenting and just missed it. Thanks for your comment!

avatar image Larry-Dietz chrisd313 · Dec 09, 2019 at 05:29 PM 0
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You are welcome. Glad I was able to help.

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Answer by pantang · Dec 09, 2019 at 01:54 PM

Its cheap, and if the player stays in the collider it will spawn more but this will give a 1 second delay. Im new and haven't done much with 2d colliders but I figure onenter for 2d is like on stay for 3d, at a guess.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ObsGenerator : MonoBehaviour
 {
 
     public GameObject spawnTrigger;
     public GameObject Player;
     [SerializeField] private List<Transform> obstacleList;
 
     public Transform spawnLocation;
 
     float lastTime;
     public void OnTriggerEnter2D(Collider2D Player)
     {
         if (Player.CompareTag("Respawn") && Time.time - lastTime > 1.0f)
         {
             // for (int i = 0; i < obstacleList.Count; i++)
             {
                 spawnObstacle();
                 
             }
         }
     }
 
     public void spawnObstacle()
     {
         for (int i = 0; i < obstacleList.Count; i++)
 
             if (obstacleList.Count > 0)
             {
                 Transform chosenLevelPart = obstacleList[Random.Range(0, obstacleList.Count)];
                 Instantiate(chosenLevelPart);
             }
     }
 }
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