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Question by spencsy · Apr 26, 2014 at 09:50 PM · spawndebug

Spawn Script Not Working

When Ever I run the game, nothing happens, here is the script.

using UnityEngine; using System.Collections;

public class Manage : MonoBehaviour {

 public int rounds = 1;
 public int enemys;
 public int spawns;
 public Transform SpawnA;
 public Transform SpawnB;
 public GameObject Soldier;

 IEnumerator Spawn(){
     while (spawns > 0){
         Instantiate (Soldier, SpawnA.position, SpawnA.rotation);
         spawns -=1;
         Instantiate (Soldier, SpawnB.position, SpawnB.rotation);
         spawns -=1;
         yield return new WaitForSeconds(1f);
         Instantiate (Soldier, SpawnA.position, SpawnA.rotation);
         spawns -=1;
         Instantiate (Soldier, SpawnB.position, SpawnB.rotation);
         spawns -=1;
     }
 }

 void Update(){
 if (enemys == 0) {
         enemys = rounds * 2;
         spawns = enemys;
     }

 if (spawns > 0) {
         Spawn ();
     }
 }

}

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avatar image meat5000 ♦ · Apr 26, 2014 at 11:35 PM 0
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Aren't you getting empty game objects in the inspector?

I think you need a seed object to Instantiate from.

Drop a Soldier into the scene and hide it. In Start() try

Soldier = GameObject.Find("Soldier");

and see if this works.

avatar image MikeNewall · Apr 26, 2014 at 11:50 PM 0
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Try this:

 if (spawns > 0) {
        StartCoroutine(Spawn ());
     }
 }

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Answer by The-W.A.T.Z.R · Apr 28, 2014 at 11:47 PM

baybe this can help then in somewhere in the line

 public bool Respawns = true;            // whether to respawn object or just delete it
 public float MinRespawnTime = 3.0f;        // random timespan in seconds to delay respawn
 public float MaxRespawnTime = 3.0f;
 public float RespawnCheckRadius = 1.0f;    // area around object which must be clear of other objects before respawn
 protected AudioSource m_Audio = null;
 public AudioClip DeathSound = null;        // sound to play upon death
 public AudioClip RespawnSound = null;    // sound to play upon respawn
 protected Vector3 m_StartPosition;        // initial position detected and used for respawn
 protected Quaternion m_StartRotation;    // initial rotation detected and used for respawn


C#

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