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Post by DarkTonic Dev on Sept 26, 2017 15:30:37 GMT
You must spawn it or it's still despawned.
Do:
Var spawned = PoolBoss.SpawnInPool( beam );
I'm not sure if that's what you were asking...
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lwolf
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Post by lwolf on Sept 26, 2017 15:34:45 GMT
You must spawn it or it's still despawned. Do: Var spawned = PoolBoss.SpawnInPool( beam );
I'm not sure if that's what you were asking... i still have to Spawn it, but various clones of one instance and i do the inicialization code, and after the Spawn.
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Post by DarkTonic Dev on Sept 26, 2017 15:37:26 GMT
Do you still have a question? I didn't see one.
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lwolf
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Post by lwolf on Sept 26, 2017 15:43:33 GMT
Do you still have a question? I didn't see one. I still did not find a way to instanciate various clones of one instance but with a code before instanciate each one
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Post by DarkTonic Dev on Sept 26, 2017 16:22:15 GMT
you were on the right track. This would do 10.
for (var i = 0; i < 10; i++) { var beam = PoolBoss.NextPoolItemToSpawn ("AnyObj"); var despawnedComponent = beam.GetComponent<GameObject>();
//alter game object here. despawnedComponent.whatever = whatever;
PoolBoss.SpawnInPool(beam, Vector3.Zero, Quaternion.Identity); }
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lwolf
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Posts: 22
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Post by lwolf on Sept 26, 2017 16:32:21 GMT
You must spawn it or it's still despawned. Do: Var spawned = PoolBoss.SpawnInPool( beam );
I'm not sure if that's what you were asking... I want to find the simplest way to instanciate clones of na instance all in code usin Spawnoutsidethepool();
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Post by DarkTonic Dev on Sept 26, 2017 16:38:58 GMT
Then use PoolBoss.SpawnOutsidePool instead in my last code example.
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lwolf
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Post by lwolf on Sept 26, 2017 18:06:10 GMT
Then use PoolBoss.SpawnOutsidePool instead in my last code example
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lwolf
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Post by lwolf on Sept 26, 2017 19:11:03 GMT
Then use PoolBoss.SpawnOutsidePool instead in my last code example sometimes levelsettings in inspector will not load, i dont even know why.
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Post by DarkTonic Dev on Sept 26, 2017 19:41:12 GMT
If you see it not load, there must be an error in the Console. I've never seen it happen. If I don't know steps to make it happen, I can't fix it.
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lwolf
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Post by lwolf on Sept 26, 2017 20:16:16 GMT
If you see it not load, there must be an error in the Console. I've never seen it happen. If I don't know steps to make it happen, I can't fix it.
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Post by DarkTonic Dev on Sept 26, 2017 21:49:19 GMT
You quoted me and didn't say anything else. Still have a question?
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lwolf
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Post by lwolf on Sept 26, 2017 21:51:15 GMT
Do you still have a question? I didn't see one. is the core complete as a whole a good suit for mobile devs ?
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Post by DarkTonic Dev on Sept 26, 2017 22:07:53 GMT
Yes, it was designed for mobile games we were making back in 2014. Mobile devices nowadays are even more powerful.
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lwolf
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Posts: 22
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Post by lwolf on Sept 28, 2017 19:03:20 GMT
you were on the right track. This would do 10. for (var i = 0; i < 10; i++) { var beam = PoolBoss.NextPoolItemToSpawn ("AnyObj"); var despawnedComponent = beam.GetComponent<GameObject>();
//alter game object here. despawnedComponent.whatever = whatever;
PoolBoss.SpawnInPool(beam, Vector3.Zero, Quaternion.Identity); }
does it need anything else to do this clone? i say like core scripts , i m still learning this plugin and waves of prefab , is it needed in this block of code?
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