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Game Development How to Make a Video Game Score, Enemies, and Game State Create Enemy Navigation and AI

My flies are bugged...

Every time I collect a fly my score says I have collected two flies and my first fly vanishes but two more flies are spawned

Can you show us your code for the FlyPickup please?

Okay sure, here FlyPickup.cs is:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class FlyPickup : MonoBehaviour {

[SerializeField]
private GameObject pickupPrefab;

void OnTriggerEnter(Collider other) {

    //if the collider other is tagged with "Player"...
    if (other.CompareTag ("Player")) {
        Instantiate(pickupPrefab, transform.position, Quaternion.identity);


        //...Decrement the total number of flies
        FlySpawner.totalFlies--;

        //...update the score.

        ScoreCounter.score++;

        Destroy(gameObject);



    }

}

}

I don't see any problem in your logic. Did it only happen once or is it every time you pick up a fly? If it only happened once, 2 flies might have spawned on the same location by pure luck. If it happens all the time, it might be a problem with your flySpawner script.

It happens all the time so here is my fly spawner script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class FlySpawner : MonoBehaviour {

[SerializeField]
private GameObject flyPrefab;

[SerializeField]
private int totalFlyMinimum = 12;

private float spawnArea = 25f;


public static int totalFlies;

// Use this for initialization
void Start () {
    totalFlies = 0;
}

// Update is called once per frame
void Update () {

    //while the total number of flies is less than the minimum...
    while (totalFlies < totalFlyMinimum) {


        //...then increment the total number of flies...
        totalFlies++;

        //... create a random position for a fly...

        float positionX = Random.Range (-spawnArea, spawnArea);
        float positionZ = Random.Range (-spawnArea, spawnArea);


        Vector3 flyPosition = new Vector3 (positionX, 2f, positionZ);


        //...and create a new fly.

        Instantiate (flyPrefab, flyPosition, Quaternion.identity);

    }


}

}

1 Answer

nakalkucing
nakalkucing
12,964 Points

Both your codes look great, Christopher. Here are my working codes.

public class FlySpawner : MonoBehaviour { 

        [SerializeField]
    private GameObject flyPrefab;

    [SerializeField]
    private int totalFlyMinium = 12;

    private float spawnArea = 25f;

    public static int totalFlies;

    // Use this for initialization
    void Start () {
        totalFlies = 0;

    }

    // Update is called once per frame
    void Update () {

        // While the total number of flies is less than the minimum...
        while (totalFlies < totalFlyMinium) {

            // ... then increment the total number of flies...
            totalFlies++;

            //... create a random position for a fly...
            float positionX = Random.Range(-spawnArea, spawnArea);
            float positionZ = Random.Range(-spawnArea, spawnArea);

            Vector3 flyPosition = new Vector3 (positionX, 2f, positionZ);

            //... and create a new fly.
            Instantiate(flyPrefab, flyPosition, Quaternion.identity);
        }

    }
}
public class FlyPickup : MonoBehaviour  {

        [SerializeField]
    private GameObject pickupPrefab;

    void OnTriggerEnter(Collider other) {

        // If the Collider other is tagged with "Player"...
        if (other.CompareTag ("Player")) {  

            // ... add the pickup particles...
            Instantiate(pickupPrefab, transform.position, Quaternion.identity);

            // ... decrement the total number of flies...
            FlySpawner.totalFlies--;

            //... update the score...
            ScoreCounter.score++;

            Destroy (gameObject);

        }
    }
}