I'm working on my Frontier Guard game again and noticing some strange spawning issues. I have some code that simply loops in order to spawn some prefabs in rows/columns when an enemy is destroyed. So, for example, an enemy is destroyed and it spawns 2 rows and 2 columns of crystal collectibles (4 total items). The spawn function I am using is simply as follows:
The spawnPrefab is set up in Pool boss to have 36 initial quantity and to recycle oldest. This works fine with a cluster of 4 crystals spawning each time the enemy is destroyed. However, as soon as the initial quantity of 36 is reached, then I see that I suddenly only have 2 crystals spawning. I added debug statements to print the name of the pool instance being spawned and here is what I see:
Notice the repetition of Clone 3 and Clone 4. Any ideas why this would be happening?
[EDIT] I am using the latest version of Core Gamekit 22.214.171.124 and Unity 2017.4.30f1