I am trying to build a system that finds the nearest position of an object and uses it to transform the Player to a specific position. I understand the issue but I couldn't eliminate the yellow exclamation mark. The program is somehow working, but I'd like to see the solution.
The issue according to UnityConsole is: You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed. MonoBehaviours can only be added using AddComponent(). Alternatively, your script can inherit from ScriptableObject or no base class at all
UnityEngine.MonoBehaviour:.ctor ()
Scripts are:
#1
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ScoreMultiplerFinder : MonoBehaviour
{
private static ScoreMultiplerFinder instance;
private List<GameObject> checkpoints = new List<GameObject>();
public List<GameObject> Checkpoints { get { return checkpoints; } }
public static ScoreMultiplerFinder Singleton
{
get
{
if (instance == null)
{
instance = new ScoreMultiplerFinder();
instance.Checkpoints.AddRange(
GameObject.FindGameObjectsWithTag("Checkpoint"));
instance.checkpoints = instance.checkpoints.OrderBy(waypoint => waypoint.name).ToList();
}
return instance;
}
}
}
#2(inPlayerObject)
public void FindClosestMultiplier()
{
float lastDist = Mathf.Infinity;
for (int i = 0; i < ScoreMultiplerFinder.Singleton.Checkpoints.Count; i++)
{
GameObject thisWP = ScoreMultiplerFinder.Singleton.Checkpoints[i];
float distance = Vector3.Distance(transform.position, thisWP.transform.position);
if (distance < lastDist)
{
currentIndex = i;
lastDist = distance;
lastScoreMultip.position = ScoreMultiplerFinder.Singleton.Checkpoints[currentIndex].transform.position;
}
}
}
Thanks in advance and have a great day!
The error/warning is pretty much telling you what to do instead. A correct way to lazy initialize the Singleton would be
private List<GameObject> checkpoints;
// First of all be consequent and let nobody change the content of this
public IReadOnlyList<GameObject> Checkpoints => checkpoints;
public static ScoreMultiplerFinder Singleton
{
get
{
if(instance) return instance;
// before creating one check if there maybe is one already first
instance = FindObjectOfType<ScoreMultiplerFinder>();
if(instance) return instance;
// GameObject is one of the very few UnityEngine.Object types where using
// "new" is actually okey
instance = new GameObject(nameof(ScoreMultiplerFinder)).AddComponent<ScoreMultiplerFinder>();
return instance;
}
}
private void Awake ()
{
// Without this your "Singleton" is not complete and you rather only have a
// lazy factory property.
// For a valid singleton pattern you have to make sure that there actually
// exists only one single instance at a time!
if(instance && instance != this)
{
Destroy (gameObject);
return;
}
instance = this;
checkpoints = GameObject.FindGameObjectsWithTag("Checkpoint").OrderBy(waypoint => waypoint.name).ToList();
}
And then if you already use Linq you are already familiar with OrderBy.
Your second script can be shrinked down to
public void FindClosestMultiplier()
{
// Simply get the waypoints
// - "OrderBy" them by distance. using the "sqrMagnitude" is faster and for ordering has exactly the same effect as
// "Distance" which uses the more expensive "magnitude"
// - use "FirstOrDefault" to get either the closest item or "null" if there wasn't any at all
var closest = ScoreMultiplerFinder.Singleton.Checkpoints.OrderBy(c => (transform.position - c.transform.position).sqrMagnitude).FirstOrDefault();
// Was there any at all?
if(!closest) return;
// Otherwise "closest" is the closest waypoint -> do something with it
lastScoreMultip.position = closest.position;
}
Actually as mentioned I don't think you need a MonoBehaviour at all.
You could as well simply have
public static class ScoreMultiplerFinder
{
private static List<GameObject> checkpoints;
public static IReadOnlyList<GameObject> Checkpoints
{
get
{
if(checkpoints == null) checkpoints = GameObject.FindGameObjectsWithTag("Checkpoint").OrderBy(waypoint => waypoint.name).ToList();
return checkpoints;
}
}
}
and then accordingly do
public void FindClosestMultiplier()
{
var closest = ScoreMultiplerFinder.Checkpoints.OrderBy(c => (transform.position - c.transform.position).sqrMagnitude).FirstOrDefault();
if(!closest) return;
lastScoreMultip.position = closest.position;
}
Related
I am at begginner level with unity.
I have Load() function that goes off in OnApplicationPause(false). It works fine if I block the screen or minimalise app, and come back to it. However, when I kill it, I get error and the data doesnt get loaded.
Below is the script attached to the GameObject "SaveManager"
using System.Collections.Generic;
using UnityEngine;
using System;
public class SaveManager : MonoBehaviour
{
public GameObject ZwierzetaGroup;
public GameObject JedzeniaGroup;
public GameObject PrzedmiotyGroup;
public List<GameObject> zwierzeta_sprites;
public List<GameObject> jedzenia_sprites;
public List<GameObject> przedmioty_sprites;
public static DateTime oldDate;
Camera mainCamera;
public SaveState saveState;
void Start()
{
mainCamera = Camera.main;
FillArrays();
}
public void Save()
{
Debug.Log("Saving.");
SaveSpriteArray("zwierze", zwierzeta_sprites);
SaveSpriteArray("przedmiot", przedmioty_sprites);
SaveSpriteArray("jedzenie", jedzenia_sprites);
PlayerPrefs.SetInt("pieniazki", saveState.GetPieniazki());
PlayerPrefs.SetInt("HayAmount", saveState.GetHayAmount());
PlayerPrefs.SetInt("HayMax", saveState.GetHayMax());
PlayerPrefs.SetInt("FruitAmount", saveState.GetFruitAmount());
PlayerPrefs.SetInt("FruitMax", saveState.GetFruitMax());
//time:
PlayerPrefs.SetString("sysString", System.DateTime.Now.ToBinary().ToString());
PlayerPrefs.SetInt("First", 1);
}
public void SaveSpriteArray(string saveName, List<GameObject> sprites)
{
for (int i = 0; i < sprites.Count; i++)
{
if (sprites[i].activeSelf)
{
PlayerPrefs.SetInt(saveName + i, 1);
}
else
{
PlayerPrefs.SetInt(saveName + i, 0);
}
}
}
public void Load()
{
Debug.Log("Loading.");
//wczytanie czasu:
long temp = Convert.ToInt64(PlayerPrefs.GetString("sysString"));
oldDate = DateTime.FromBinary(temp);
Debug.Log("oldDate: " + oldDate);
//wczytywanie aktywnych sprite'ow
LoadSpriteArray("zwierze", zwierzeta_sprites);
LoadSpriteArray("przedmiot", przedmioty_sprites);
LoadSpriteArray("jedzenie", jedzenia_sprites);
saveState.SetPieniazki(PlayerPrefs.GetInt("pieniazki"));
saveState.SetHayAmount(PlayerPrefs.GetInt("HayAmount"));
saveState.SetHayMax(PlayerPrefs.GetInt("HayMax"));
saveState.SetFruitAmount(PlayerPrefs.GetInt("FruitAmount"));
saveState.SetFruitMax(PlayerPrefs.GetInt("FruitMax"));
mainCamera.GetComponent<UpdateMoney>().MoneyUpdate();
}
public void LoadSpriteArray(string saveName, List<GameObject> sprites)
{
for (int i = 0; i < sprites.Count; i++)
{
if (PlayerPrefs.GetInt(saveName + i) == 1)
{
sprites[i].SetActive(true);
}
else
{
sprites[i].SetActive(false);
}
}
}
private void FillArrays()
{
//find children
foreach (Transform child in ZwierzetaGroup.transform)
{
zwierzeta_sprites.Add(child.gameObject);
}
foreach (Transform child in PrzedmiotyGroup.transform)
{
przedmioty_sprites.Add(child.gameObject);
}
foreach (Transform child in JedzeniaGroup.transform)
{
jedzenia_sprites.Add(child.gameObject);
}
}
}
Below is a chunk of script attached to the main camera (probably a mistake). SaveManager GameObject with Script is attached to this one in inspector. This script is pretty big, so I'll skip the parts that I don't find relevant.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class ManageEncouters: MonoBehaviour
{
DateTime currentDate;
public int First;
public SaveState saveState;
public SaveManager saveManager;
public HayBar hayBar;
public FruitBar fruitBar;
public GameObject[] jedzenia_sprites;
void Start()
{
}
void OnApplicationPause(bool pauseStatus)
{
if (!pauseStatus)
{
currentDate = System.DateTime.Now;
//Sprawdzanie czy jest to piersze uruchomienie gry (brak zapisu)
First = PlayerPrefs.GetInt("First");
if (First == 0)
{
Debug.Log("First time in app.");
RandomiseAnimals();
SaveManager.oldDate = currentDate;
hayBar.SetHayMax(1);
hayBar.SetHay(0);
fruitBar.SetFruitMax(1);
fruitBar.SetFruit(0);
saveState.SetPieniazki(100);
this.GetComponent<UpdateMoney>().MoneyUpdate();
}
else
{
Debug.Log("Not the first time in app.");
saveManager.Load();
}
if (TimeInSeconds(currentDate, SaveManager.oldDate) > 12)
{
Debug.Log("It's been more than 12 seconds sience last time.");
EatFood(currentDate, SaveManager.oldDate);
RandomiseAnimals();
}
else
{
Debug.Log("It's been less than 12 seconds sience last time.");
}
}
if (pauseStatus)
{
saveManager.Save();
}
}
private int TimeInSeconds(DateTime newD, DateTime oldD)
{
TimeSpan difference = newD.Subtract(oldD);
int seconds = (int)difference.TotalSeconds;
return seconds;
}
}
Below is the error I get, I don't know how to copy the text, so it's an Image.
I'm pretty sure that what you have here is a timing issue.
OnApplicationPause
Note: MonoBehaviour.OnApplicationPause is called as a GameObject starts. The call is made after Awake. Each GameObject will cause this call to be made.
So to me this sounds like it might be called when your SaveManager is not yet initialized, in particular the mainCamera.
I think you could already solve the issue by moving the initialization into Awake instead
private void Awake()
{
mainCamera = Camera.main;
FillArrays();
}
In general my little thumb rule is
use Awake wherever possible. In particular initialize everything where you don't depend on other scripts (initialize fields, use GetComponent, etc)
use Start when you need other scripts to be initialized already (call methods on other components, collect and pass on instances of some prefabs spawned in Awake, etc)
This covers most of cases. Where this isn't enough you would need to bother with the execution order or use events.
Usually, if you use object pooling, you make a singleton like in this video.
After seeing this video, I discovered how messy singleton can be. Is there any other way to do object pooling without using singletons? I wanna instead use Events.
You would need to hold the pool in a class which is not a singleton, and handle your gameobject pool according to your events.
Regarding to call them with events, "I want to use events" is not a very concrete question. You need to set your events to listen (method subscribe) and to call them in the code wherever they're supposed to occur, this is invoke the method. I suggest that if you are not clear about this, try to use the unity events (OnTriggerEnter, if(Input.GetMouseButtonDown(0)) in the Update etc) until you dig in the topic enough to understand them and make ones of you own with c# events or UnityEvents when needed.
Find two template scripts, a pool and and event handler to handle your objects in the scene. You can check those out in an empty scene with your respective two gameObject to attach, and the object you want in the pool, pressing 'space' and 'A' to create from pool and return to pool respectively.
Pool manager:
using System.Collections.Generic;
using UnityEngine;
public class PoolManager : MonoBehaviour
{
private Queue<GameObject> objPool;
private Queue<GameObject> activeObj;
private int poolSize = 10;
public GameObject objPrefab;
void Start()
{
//queues init
objPool = new Queue<GameObject>();
activeObj = new Queue<GameObject>();
//pool init
for (int i = 0; i < poolSize; i++)
{
GameObject newObj = Instantiate(objPrefab);
objPool.Enqueue(newObj);
newObj.SetActive(false);
}
}
public GameObject GetRandomActiveGO() {
GameObject lastActive = default;
if (activeObj.Count > 0)
lastActive = activeObj.Dequeue();
else {
Debug.LogError("Active object queue is empty");
}
return lastActive;
}
//get from pool
public GameObject GetObjFromPool(Vector3 newPosition, Quaternion newRotation)
{
GameObject newObject = objPool.Dequeue();
newObject.SetActive(true);
newObject.transform.SetPositionAndRotation(newPosition, newRotation);
//keep actives to be retrieved
activeObj.Enqueue(newObject);
return newObject;
}
//return to pool
public void ReturnObjToPool(GameObject go)
{
go.SetActive(false);
objPool.Enqueue(go);
}
}
Event handler:
using UnityEngine;
public class EventHandler : MonoBehaviour
{
public delegate GameObject OnSpacePressed(Vector3 newPosition, Quaternion newRotation);
public OnSpacePressed onSpacePressed;
public delegate void OnAKeyPressed(GameObject go);
public OnAKeyPressed onAKeyPressed;
public PoolManager poolManager;
void Start()
{
onSpacePressed = poolManager.GetObjFromPool;
onAKeyPressed = poolManager.ReturnObjToPool;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
onSpacePressed?.Invoke(new Vector3(0, 0, 0), Quaternion.identity);
}
//here I get a random active, however this would be called in the specific objects remove circumstances,
//so you should have a reference to that specific gameobje when rerunrning it to the pool.
if (Input.GetKeyDown(KeyCode.A))
{
GameObject go = poolManager.GetRandomActiveGO();
onAKeyPressed?.Invoke(go);
}
}
}
Edit: Singleton pattern
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
protected static T _instance;
public static T instance
{
get
{
if (_instance == null)
{
_instance = GameObject.FindObjectOfType<T>();
if (_instance == null)
{
_instance = new GameObject(typeof(T).Name).AddComponent<T>();
}
}
return _instance;
}
}
}
I'm using a static variable in a class but the problem is that it needs another value from another class for it's initial value(See the code snippet). I thought initializing it in Start function. But (correct me if I'm wrong) that means it will be reinitialized for every instance of the object which is something redundant since I want this variable to be initialized for just once at the creation of very first Unit which has UnitManager on.
So my question is at what place would be considered as a good practice to initialize this variable?
Thanks!
Code:
public class UnitManager : MonoBehaviour
{
// Distance in terms of Unity Unity from the target position to stop for units
static float distanceToStop;
private void Start()
{
if (WorldCoordController.OneUnityMeterToRealWorld < 10)
{
distanceToStop = 1 / WorldCoordController.OneUnityMeterToRealWorld;
}
else
{
distanceToStop = 0.1f;
}
}
}
public class UnitManager : MonoBehaviour
{
// Distance in terms of Unity Unity from the target position to stop for units
static float distanceToStop;
static bool distanceSet = false;
private void Start()
{
// If the distance is not set
if(!this.distanceSet)
{
if (WorldCoordController.OneUnityMeterToRealWorld < 10)
{
distanceToStop = 1 / WorldCoordController.OneUnityMeterToRealWorld;
} else {
distanceToStop = 0.1f;
}
this.distanceSet = true;
}
}
The "distanceSet" bool will be shared between the instances so you will only set the distance on the first one :D
Maybe consider calling UnitManager with an Init(); with the WorldCoordController value it needs.
You can create a custom class that will have a static reference to its self and be initialized only once (the first time it gets called).
Example:
public class ExampleClass
{
//Static Functionality
private static ExampleClass _inst;
public static ExampleClass Instance
{
get
{
if (_inst is null)
{
_inst = new ExampleClass();
_inst.Init();
}
return _inst;
}
}
//Class Values
public static int MyValue;
public int Value1;
//private Constructor
private ExampleClass()
{
}
//initialize values here
private void Init()
{
}
}
And then you can access the values like this:
//This will return the Value1 int
ExampleClass.Instance.Value1
or
//This will return the static MyValue int
ExampleClass.MyValue
From what you are asking, you can use only the Value1 from the above example and have it initialized only once in the init. If you want the value to be accessible only for read you can set it as property with "private set" operator.
The advantage of this is you dont need Start or Monobehaviour so it can work anywhere without having it in gameobjects.
Hope this helps, and happy coding!
I'm currently developing a game in Unity and I ran into a small problem. I'm working on a restart function that gets called automatically when the player dies and loads the first scene again. However for some reason when reloading the scene games objects are duplicated with the version of the gameobject that was active at the time of death being inactive and the version that gets loaded as should be loaded getting set to active and so on every time the player dies adding a new duplicate of the same gameobjects to the hierarchy. I tried to solve this problem in multiple ways. First by trying to check each the gameobjects that get duplicated already have an instance of themselves running by attaching a script that checks every time a change in scene occurs wether or not their already is an instance of the gameobjects present:
public static GameObject Instance;
void Awake()
{
if(Instance){
DestroyImmediate(gameObject);
}else
{
DontDestroyOnLoad(gameObject);
Instance = this;
}
}
This seemed to solve the problem at first but it became to teadious towards the end because the scripts made all of my other scene objects behave badly or not at all so I chose to look for another solution.
Secondly I tried to Destroy each individual gameobject before I start loading the first scene. This also seemed to work at first but now my object pooler just recreates new intances of the gameobjects that it adds too the hierarchy esentially displacing the same problem to other gameobjects.
Finally in order to solve this problem I tried to make my objectpooler run only once when the scene that requires it to be loaded gets called but this didn't seem to work either. Does anyone have any idea how I could solve this problem. This is part of the script responsible for loading the original scene upon player death:
void Restart()
{
GameObject[] allObjects = UnityEngine.Object.FindObjectsOfType<GameObject>();
foreach (GameObject gos in allObjects)
{
if (gos.activeInHierarchy)
{
if (gos != GameObject.Find("GameManager") && gos != GameObject.Find("ScreenBound"))
{
gos.SetActive(false);
}
}
}
MySceneManager.LoadScene(0, this);
}
How could I change this in order to be able to reload the original scene without having any previously loaded GameObject get duplicated and behave according to how it should in the scene in which it got loaded originally?
The class responsible for loading and deloading scenes:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class MySceneManager
{
private static int lastLoadedScene = 0;
public static void LoadScene(int index, MonoBehaviour caller)
{
ObjectPooler objP = new ObjectPooler();
objP.ReleaseAll();
caller.StartCoroutine(loadNextScene(index));
}
private static IEnumerator loadNextScene(int index)
{
var _async = SceneManager.LoadSceneAsync(index, LoadSceneMode.Additive);
_async.allowSceneActivation = false;
while (_async.progress < 0.9f)
{
yield return null;
}
_async.allowSceneActivation = true;
while (!_async.isDone)
{
yield return null;
}
var newScene = SceneManager.GetSceneByBuildIndex(index);
if (!newScene.IsValid()) yield break;
SceneManager.SetActiveScene(newScene);
if (lastLoadedScene >= 0) SceneManager.UnloadSceneAsync(lastLoadedScene);
lastLoadedScene = index;
}
}
This is my ObjectPooler:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPooler : MonoBehaviour
{
[System.Serializable]
public class Pool
{
public string tag;
public GameObject prefab;
public int size;
}
#region Singleton
public static ObjectPooler Instance;
private void Awake()
{
if (Instance)
{
Destroy(this.gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(this.gameObject);
}
#endregion
public List<Pool> pools;
public Dictionary<string, Queue<GameObject>> poolDictionary;
private Dictionary<string, Pool> prefabPools;
void Start()
{
poolDictionary = new Dictionary<string, Queue<GameObject>>();
foreach (Pool pool in pools)
{
Queue<GameObject> objectPool = new Queue<GameObject>();
for (int i = 0; i < pool.size; i++)
{
GameObject obj = Instantiate(pool.prefab);
DontDestroyOnLoad(obj);
obj.SetActive(false);
objectPool.Enqueue(obj);
}
poolDictionary.Add(pool.tag, objectPool);
}
}
private List<GameObject> currentlySpawnedObjects = new List<GameObject>();
public void Release(GameObject obj)
{
currentlySpawnedObjects.Remove(obj);
obj.SetActive(false);
obj.transform.SetParent(transform);
poolDictionary[obj.tag].Enqueue(obj);
DontDestroyOnLoad(obj);
}
public void ReleaseAll()
{
foreach (var child in currentlySpawnedObjects)
{
Release(child);
}
}
public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation)
{
if (!poolDictionary.ContainsKey(tag))
{
Debug.LogWarning("Pool with tag" + tag + " doesn't exist.");
return null;
}
GameObject objectToSpawn = poolDictionary[tag].Dequeue();
objectToSpawn.SetActive(true);
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>();
if (pooledObj != null)
{
pooledObj.OnObjectSpawn();
}
poolDictionary[tag].Enqueue(objectToSpawn);
return objectToSpawn;
currentlySpawnedObjects.Add(objectToSpawn);
return objectToSpawn;
}
}
Depends of your needs you can try next ways:
Use singleton pattern if you need save single instance of objects. This case relevant for saving managers (GameplayManager, SceneController, AssetBundleManager, etc.) in other cases will be better to use other ways. To read more about implementation you can see this article.
Destroy all old objects when loaded new scene. To do this you can use SceneManager.LoadScene method with LoadSceneMode.Single as parameter. It will keep DontDestoryOnLoad objects but will remove all others.
I'm not sure but the first possible issue to me already seems to be that it is running in Coroutine on an object in the scene you are going to unload.
It is cool that this is doable but have in mind that the Coroutine will stop working as soon as the caller object/component is destroyed or disabled.
To avoid that I would move your script to an object in the DontDestroyOnLoadScene using a Singleton pattern.
The next issue might be you going by SceneIndex ... both scenes, the one you want to unload and the one you want to load have index 0!
So maybe you get a conflict between the scene additively loading and the one you want to unload.
This also might happen again when you called
var newScene = SceneManager.GetSceneByIndex(lastLoadedScene);
To avoid this I would rather go by scene reference for the unloading
public class MySceneManager : MonoBehaviour
{
private static MySceneManager instance;
// Lazy initialization
// With this you wouldn't even need this object in the scene
public static MySceneManager Instance
{
if(instance) return instance;
instance = new GameObject ("MySceneManager").AddComponent<MySceneManager>();
DontDestroyOnLoad(instance);
}
// Usual instant initialization having this object in the scene
private void Awake ()
{
if(instance && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
DontDestroyOnLoad(this);
}
public void LoadScene(int index)
{
StartCoroutine(loadNextScene(index));
}
private IEnumerator loadNextScene(int index)
{
// I didn't completely go through your ObjectPooler but I guess you need to do this
ObjectPooler.Instance.ReleaseAll();
// Instead of the index get the actual current scene instance
var currentScene = SceneManager.GetActiveScene();
var _async = SceneManager.LoadSceneAsync(index, LoadSceneMode.Additive);
_async.allowSceneActivation = false;
yield return new WaitWhile(() => _async.progress < 0.9f);
_async.allowSceneActivation = true;
yield return new WaitUntil(() => _async.isDone);
// You have to do this before otherwise you might again
// get by index the previous scene
var unloadAsync = SceneManager.UnloadSceneAsync(currentScene);
yield return new WaitUntil(()=>unloadAsync.isDone);
var newScene = SceneManager.GetSceneByBuildIndex(index);
SceneManager.SetActiveScene(newScene);
}
}
Alternatively since anyway you do nothing special while loading/unloading the scenes:
why using Additive scene loading at all if you could also simply call
ObjectPooler.Instance.ReleaseAll();
SceneManager.LoadSceneAsync(index);
without making it additive so the current scene is simply removed automatically as soon as the new scene is fully loaded.
Note: Types on Smartphone so no warranty but I hope the idea gets clear
I am trying to make a simple object pool in c# for Unity.
So far I have used this class:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ObjectPool : MonoBehaviour
{
public static ObjectPool ShareInstance;
public List<GameObject> pooledObjects;
public GameObject objectToPool;
public int amountToPool;
// Use this for initialization
void Start()
{
pooledObjects = new List<GameObject>();
for (int i = 0; i < amountToPool; i++)
{
GameObject obj = (GameObject)Instantiate(objectToPool);
obj.SetActive(false);
pooledObjects.Add(obj);
}
}
void Awake()
{
ShareInstance = this;
}
public GameObject GetPooledObject()
{
for (int i = 0; i < pooledObjects.Count; i++)
{
if (!pooledObjects[i].activeInHierarchy)
{
return pooledObjects[i];
}
}
return null;
}
}
The start method makes the inactive instances of my prefab correctly. However I am finding an error when I use this code to call GetPooledObject:
GameObject optionTile = ObjecdtPooler.ShareInstance.GetPooledObject();
if (optionTile != null)
{
optionTile.SetActive(true);
}
The GetPooledObject method appears to think that the list (pooledObjects) is empty. This means that the for loop within this method is just skipped, and null is returned. I used debug.log and the list is correctly filled with the instances of my prefab. However when I call the GetPooledObject method, the list is said to be empty.
Any ideas?
Thanks
I expect that either amountToPool has a inital value of 0 or if it's greater than 0 all objects are in use.
So you should expand your pool to grow by a given value when all objects are in use.