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Answer by RedDevil

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I dont recomand using this for spawn points: private GameObject SpawnPoints = GameObject.FindGameObjectWithTag("Spawn Point"); If you do this then it will have to search for it everytime. Just declare it as public and add it in the inspector. 1. Create a wave spawn system with slight delay between spawns so enemy prefabs dont stack up and controlled wave delay between waves. To do this you must create a new IEnumerator class and add wait for second calls like this: Just an example: IEnumerator example() { Instantiate(EnemyPref1, SpawnPoints.position, SpawnPoints.rotation); yield return new WaitForSeconds(Random.Range(1,5)); } To call this function do it like this: StartCoroutine(example()); 2.Randomize which empty game object (spawn point) is used to instantiate the prefabs. there will be four separate points. You can create a start a random number then asign with if statements for a value to spawn at a prefab. 3.Spawn specific enemies, not random, for each wave. So basically, i would have the ability to declare which enemy prefabs spawn on which waves with not pattern at all. (I understand this part will be time consuming.) You can just make a whole new function and with yields and timers spawn them just like that.

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