|
Post by DarkTonic Dev on Aug 13, 2019 16:02:06 GMT
Correct, there's no "limited / restricted random". Random means random, period. Yes I agree but I still think that it would improve the product by giving more control.
Another thing, would it make any sense to have optional collision check when spawning so that prefabs would not overlap each other? If it collides then it tries another position?
Well you told me to forget it a couple posts up. I thought about doing the collision check before, but it could be crazy performance intensive if there's a lot of things close to the spawner (it might never find an empty spot), so I abandoned the idea.
|
|
|
Post by illustrator on Aug 14, 2019 17:23:14 GMT
Good point about the collision check.
|
|
|
Post by DarkTonic Dev on Aug 14, 2019 18:50:53 GMT
Ok.
|
|
|
Post by illustrator on Aug 20, 2019 18:16:38 GMT
What about improving the randomizer so that one could input a seed (a text string) to it so that it would repeat a particular set of random numbers and use these to get particular set of randomized levels and waves? For example 10 levels and 3 waves each.
|
|
|
Post by DarkTonic Dev on Aug 20, 2019 19:05:18 GMT
I have no idea how to do that.... I like totally random though.
|
|
magique
Full Member
 
Posts: 194
Posts: 194
|
Post by magique on Apr 10, 2020 16:08:52 GMT
I thought this feature was already available, but I can't find it. It would be nice if the Wave Offsets in TriggeredSpawnerV2 could be based on a list of game objects in the scene instead of just entering position values by hand. In a 3D scene it's nice to just create some empty game objects in the spawn positions and then refer to those instead of manually copying their values.
|
|
|
Post by DarkTonic Dev on Apr 10, 2020 17:04:49 GMT
cool. will do.
|
|