|
Post by gegagome on Aug 29, 2015 5:23:06 GMT
Hello there I explained my situation on the Unity forum www.dropbox.com/s/oe7u1vjlpsw6akx/bubbles.mov?dl=0but I just can't figure out how to spawn a continuous game object in my scene.
I set up my scene using the Spawners and Waves tutorial but I can't get a stream of game objects to spawn over (I will eventually stop it programmatically) and over. They just spawn and that's it. Thanks German
|
|
|
Post by gegagome on Aug 29, 2015 5:29:31 GMT
By the way, not sure whats going on, but there is something in Core Gamekit, a setting I suppose in PoolBoss that slows down my mac. Thought it was just coincidence but it happened again tonight.
Or it might just be me.
Thanks
|
|
|
Post by DarkTonic Dev on Aug 29, 2015 5:44:46 GMT
By the way, not sure whats going on, but there is something in Core Gamekit, a setting I suppose in PoolBoss that slows down my mac. Thought it was just coincidence but it happened again tonight. Or it might just be me. Thanks Pretty sure it's just you. We and hundreds of others are using it with no ill effects.
|
|
|
Post by DarkTonic Dev on Aug 29, 2015 5:47:42 GMT
Hello there I explained my situation on the Unity forum www.dropbox.com/s/oe7u1vjlpsw6akx/bubbles.mov?dl=0but I just can't figure out how to spawn a continuous game object in my scene.
I set up my scene using the Spawners and Waves tutorial but I can't get a stream of game objects to spawn over (I will eventually stop it programmatically) and over. They just spawn and that's it. Thanks German Please state what is the exact problem that happens and I'll see if I know how to solve it. Which part of what you need doesn't work. Let's tackle one problem at a time if there's more than one.
|
|
|
Post by gegagome on Aug 29, 2015 6:06:15 GMT
Hey thanks for replying so quick!
Setting up a continuous spawn system so if bubbles in my case, haven't been hit, should respawn or reactivate back to the spawner.
In this scene I don't need multiple waves, just one that is used over and over.
Hope that helps explain my problem.
Thanks
|
|
|
Post by DarkTonic Dev on Aug 29, 2015 6:07:35 GMT
Hey thanks for replying so quick! Setting up a continuous spawn system so if bubbles in my case, haven't been hit, should respawn or reactivate back to the spawner. In this scene I don't need multiple waves, just one that is used over and over. Hope that helps explain my problem. Thanks No it doesn't explain your problem. Which part isn't happening? Have you used the "death timer" or the option for a Killable to despawn if it goes offscreen?
|
|
|
Post by gegagome on Aug 29, 2015 18:53:33 GMT
OK, so I think I understand. My problem now is that there is a gap in the spawning of these game objects.since I'm spawning 10 (both min and max) with Time To Spawn All to 10, it should clearly do it, but then in the wave settings you can set that number to anything equal or less than (Time To Spawn All + Delay Wave) So I'm a little stuck. My demo project is: www.dropbox.com/s/cs35ak44d807kmc/CGK.zip?dl=0
|
|
|
Post by DarkTonic Dev on Aug 29, 2015 20:16:22 GMT
I shouldn't need to download your project to solve this. Please put some pictures of Inspectors up as to why you're confused and what isn't working properly. You still haven't stated a clear problem.
|
|
|
Post by gegagome on Aug 29, 2015 21:32:27 GMT
|
|
|
Post by DarkTonic Dev on Aug 30, 2015 2:06:23 GMT
I noticed that your spawners only spawn for 10 seconds, whereas the wave is 11 seconds long. Is that the problem? I would think there would be a gap of one second at the end of each wave like that...
|
|
|
Post by gegagome on Aug 30, 2015 3:03:43 GMT
In fact that's how it was! But when I set Wave duration to 10 I get this error for both Red and Green spawners: Wave TimeToSpawnWholeWave plus Wave DelaySeconds must be less than the current LevelSettings wave duration, occured in spawner: Green, wave# 1, level 1. Just in case www.dropbox.com/s/cs35ak44d807kmc/CGK.zip?dl=0See screenshot 
|
|
|
Post by DarkTonic Dev on Aug 30, 2015 4:04:23 GMT
In that case make "time to spawn all" 10.9 - it accepts decimals. That should work.
|
|
|
Post by gegagome on Aug 30, 2015 6:52:30 GMT
After setting TimeToSpawnAll to 10.9 I am getting this error: Wave TimeToSpawnWholeWave plus Wave DelaySeconds must be less than the current LevelSettings wave duration, occured in spawner: Green, wave# 1, level 1. UnityEngine.Debug:LogError(Object) DarkTonic.CoreGameKit.LevelSettings:LogIfNew(String, Boolean) (at Assets/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:1048) DarkTonic.CoreGameKit.WaveSyncroPrefabSpawner:SetupNextWave(Boolean, Boolean) (at Assets/DarkTonic/CoreGameKit/Scripts/Spawners/WaveSyncroPrefabSpawner.cs:1053) DarkTonic.CoreGameKit.WaveSyncroPrefabSpawner:WaveChange(Boolean) (at Assets/DarkTonic/CoreGameKit/Scripts/Spawners/WaveSyncroPrefabSpawner.cs:279) DarkTonic.CoreGameKit.LevelSettings:SpawnNewWave(LevelWave, Boolean) (at Assets/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:858) DarkTonic.CoreGameKit.LevelSettings:SpawnOrSkipNewWave(LevelWave) (at Assets/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:922) DarkTonic.CoreGameKit.<CoUpdate>c__Iterator4:MoveNext() (at Assets/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:687) 
|
|
|
Post by gegagome on Aug 30, 2015 7:05:38 GMT
Hold on.
I left the wave at 10, but I set it back to 11 to test your solution which 'works' but I can notice a little bit of a gap.
Let me play with it a bit more and I'll get back
|
|
|
Post by gegagome on Aug 30, 2015 7:17:18 GMT
I set Time To Spawn All to 9.99 and my Wave Duration to 10 and at first it looks like it works, but the gap is increased after each cycle. See screenshot. This happened after the 4th or 5th reuse  
|
|