ps. I want to spawn trees and land while I walk and I read the manual and it says that for open world it is better to use this type of spawning. What am I missing ?
ps2. I tried with enabled instead of visisble and still nothing. In this project I do not have PoolBoss in the scene becasue it seems it is not necessarry from docuemntation, nor any wave or any Game Object from prefabs. I try to keep it light and jsut created an empty game object with Trigger v2 on it. Should I have a PoolBoss in the scene ? or a wave ? or have the Game object from a prefab in the scene and trigger that ? I am a bit confused of the docuemntation in this aspect.
Wave setup looks fine. However it looks like it will spawn 30 trees in exactly the same position over 200 seconds, which is probably not what you want (as long as that spawner Game Object is not disabled at runtime because then it wouldn't do anything). If you turned on Global Waves on the LevelSettings game object and don't have any Waves defined, then the game would be "over" and this won't spawn anything, so make sure you're not using Global Waves.
Solved it after all, thanks I just had to get in the scene the LaneWave with the Pool included + add to the ppol the prefabs to spawn. I created 3 zones as you see in this picture: myprintscreen.com/s/uoj5/8bf1a559ff I want them to be seen only when I am close enough to them so I have my main prefabs the 3 lands. How can I set the distand lands and the trees on them to spawn only when my camera sees them ? I set up the camera far to be very low like 80 and it seems to work not showing in distance. But atm I have the trees spawned only on one land and the others do not spawn. Is it becasue it is the same prefab ? Should I make multiple copies of that prefab ? Is it necessary ? I wouldnt do it though becasue I would like to edit all trees most certainly. Also should I set a dsiable, despawn condition ? (I choosed spawn outside pool and it doesnt help). Here is for example the detail on the MID zone: myprintscreen.com/s/uoji/43d5a78eac
LE: I found that setting poolboss higher it is spawning in other areas too myprintscreen.com/s/uojo/445dd3cea9 Still how can I see what is spawning as in numbers ? x trees / y enemies ? I would like to know with that if when I am passing from a terrain to another the old spawners fisapear and onlyu the new ones are staying.
If it is an enemy it is easy: set up killable and it will vanish. But if it is just a tree ? How can I make it despawn when it is not anymore in my camera range ? For performance purposes I am asking this becasue I do not know where to look what is spawning and what is despawning ? Also how is the integration with Behavior designer working ? Did you make any tutorial or doc about it ?
How can I check the despawning and turning the objects invisible ? I cannot see with my current settings ... maybe I should have longer distance between player and other objects ? (it isnt small though) In this picture I have selected the player (in the far corner) and the terrain including nested trees on it: myprintscreen.com/s/uuqj/0ca9cf3ae3 On that terrain object I put this component as you suggested: myprintscreen.com/s/uuqn/dd9a4dd689 But where do I see the object despawning ? Should I create a listener ? How to configure it ? Or should I use Trigger Exit Event and use tags or layers ?
I am thinking that for lower resources to be involved it would be best to despawn everything that is not in X range of my player (or not visible) and respawn them when in lower range or are seen. Is it correct ?
Post by DarkTonic Dev on Jul 10, 2018 19:58:18 GMT
You don't need a listener, that's optional if you want to add more code besides despawning.
You can watch Pool Boss and see if the despawned count changes for that prefab. As I said, if you can see if in Scene view, it will never be considered invisible and it won't fire the event. Best to not use the Scene View and have an Animation view there instead so that doesn't happen.
Yes, best to despawn things that are far away for resources.
I see same thing in PoolBoos regardless of what I do. I see the spawning trees on my 2 small terrains. On 1st one I see 90 of them are visible and all the rest are invisible (on 2nd terrain all are grey). I do not unerstand what should I see or not nor how to use Animation to check the despawning. I can only think that here: myprintscreen.com/s/uurp/3bde44fb10 if I would have a world variable well set up, then I would have the spawners activate only on event triggered. If you have an excample video / doc please advise.
Post by DarkTonic Dev on Jul 10, 2018 22:57:50 GMT
There is no video and there will be no more videos made either.
Clarification about Animation window. What I do to make sure Scene view doesn't interfere with visible invisible events: I right click on the Scene and add an Animation window there instead (could be anything besides Scene view). This is an editor-only problem. It happens only while testing in the editor because Scene view messes with Visible and Invisible events unfortunately.
I'm not sure what you are wanting to do with World Variables, please elaborate.
If your stuff is not despawning with the TriggeredDespawner script, then it's still visible or never was visible (became invisible means that it first must be visible or it won't fire).
The only thing I understand about scene is that I have to have that window closed. Having Animation Windows active or not it is not important because it is not used or at least I didnt understand anything about it. So, I have Game window and console window, animation windows opened and the scene window closed. I still do not understand how to check if any of my BEACH 01 or 02 is spawning trees or not. The configuration is like this: myprintscreen.com/s/uv5u/fa9bbf1adb I have in the centre a main beach and 2 on the side. All of them are Active Mode: Always. All of them spawn trees on basic event: enabled event. Beach 01 and 02 have the component as in image: myprintscreen.com/s/uv64/bf86a7b21c In PoolBoss I only see few trees spawned (i limited to 3) and rest are grey like this: myprintscreen.com/s/uv6b/d22b7b8b41 The trees are spawned by the beaches as you see in configuration. I do not understand how to check if trees despawn when not seen.
With the variables I could maybe use proximity as a variable to be checked to trigger events. What I am doing now is based on visible / invisible (and I do not see it working).
Post by DarkTonic Dev on Jul 11, 2018 15:44:27 GMT
World Variables have nothing to do with despawning. Killable and Despawner scripts cannot use World Variables for anything dealing with despawning. Unless you code up something yourself.
You are looking at Pool Boss in the Hierarchy. If you select PoolBoss game object, you can just watch the displays of despawned and spawned count in the Inspector for that prefab. You would be able to see the despawned count change when something despawns. You can also despawn them manually there with icons for despawn.