magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Nov 19, 2020 20:26:30 GMT
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: PoolBoss.Spawn(spawnPrefab, pos, spawnPrefab.rotation, null); 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 3.2.9.1 and Unity 2017.4.30f1
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Post by DarkTonic Dev on Nov 20, 2020 0:21:15 GMT
I did a similar test in Example Scene #1 and saw no behavior like this. Can you reproduce it in the Example Scene and send it to me please?
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magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Nov 20, 2020 15:49:38 GMT
I'll give it a try.
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Post by DarkTonic Dev on Nov 20, 2020 17:06:40 GMT
Thank you.
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