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Start your free trialChristopher Houston
4,030 PointsMy 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
Christopher Houston
4,030 PointsOkay 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);
}
}
}
Samuel Savaria
4,809 PointsI 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.
Christopher Houston
4,030 PointsIt 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
12,964 PointsBoth 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);
}
}
}
Samuel Savaria
4,809 PointsSamuel Savaria
4,809 PointsCan you show us your code for the FlyPickup please?