Randomizing Object Spawning

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Transcript

So this is a pretty easy problem to solve. So we want to open up our scene manager script. Sorry, object spawner script. And you'll notice here that we're instantiating, a triangle prefab at the index of zero. So if we just change this to one, let's save that. Let's go back to unity press play, all of a sudden, it spawning element B.

Well, we needed an element of randomness in our game. Again, it was a little bit boring, because this this the whole time, and you can see that they're instantiating, you know, 120 clicks away from the player. So what we want to do is we need to actually create, we need to actually randomize this number. So we could create a variable expose up here to say, like, you know, create a random number that's the length of, you know, throw a variable like to hear or we could create a, you know, a random random number. Up here and create random function, it's actually pretty easy to just run random, create a random range inside of the actual instantiate method here. So it's actually asking for what location the index we need.

And instead of writing one, or zero or three, or let's say, let's actually let's, I'll show you what happens, we would do five, we'll go over to unity, and we'll press play, and it will just not do anything the game is actually playing, I'm not sure if you can see game playing. You'll see over in our console array index is out of range. So it's basically saying like, Hey, we don't have five game objects, here, we only have three. So what we can actually do is we can go instead of writing 0123, or five or whatever, we can actually create a random method or function inside here. So how do we do that? It's pretty easy.

So instead of writing 01, or two, or three or whatever, we can actually just write random dot range. And then we can open another set of parentheses. And the range will be from zero to. Now we could write three appear because we know there's only three prefabs. But we might what happens if we like lose one of the prefabs or if we add more in the future a better way to do it and better better coding practices is to just write triangles, prefabs dot length. So whatever the length is, that's what it'll be set to.

And then close parentheses again. So if you look at this one, open parentheses, one parentheses, close parentheses, close parentheses, and then obviously close parentheses here. And you can see it highlights. Cool. So if your code looks like this, everything should be fine. So now it's choosing a random number between zero and the length, the length of how many triangles we have.

Awesome, happy days. So let's see what that looks like in the real game. Press play. Awesome. So now we have procedural actual procedural generation. A game is a bit slow and boring.

It may be simple But he's procedural level generation. So every time we play the game, it'll be different to press play united. Got to in the middle there, press play again. Awesome. Press play again. Awesome.

So you can create more prefabs. If you want to add more to this add more variety. But for the sake of the tutorial, I'm just gonna leave the three. But feel free to add your own prefabs and add more of them and do everything that we've done already and your game will be different and feel different. And also you can adjust the numbers inside here, you'd adjust this number or if you want it to the horizon or the further away you can adjust this number. But yeah, awesome.

So right now if we press play, we've actually got a working game a game is pretty boring. And our game is pretty basic. But this is at prototypal prototype level of gameplay. We can play the game, it's or we already know it's too slow. But we can see that the game is actually working and we can get a feel for what the game is actually Like. So we've actually finished the game portion of our tutorial series.

And that's really awesome. So the next portion of our of this series is the polish. This is where we turn this game from looking like this into the finished and final product, we iron out some code, we add some saving, we added the world curvature shader script, and we do some really awesome things to take our game to the next level. We polish it up, ready for release. So join us in the next section while we take this game to the very next level.

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