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I have a script that is attached to a prefab, this prefab is spawned in the game world 10 times. The script tells the objects to choose a target with the tag 'Stone' and there are about 400 stones in the world. The thing is, they all choose the exact same stone, how do I make them truly choose a random one?
cheers!
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Use GameObject.FindGameObjectsWithTag and then Random.Range using '0' and the length of the GameObject array. Read through the documentation for both, and if you're still having trouble, let me know and I'll update my answer with further details. Updated... Gah i'm too tired to wrap my mind around it, care to give me an example? Cheers.
Apr 19 '11 at 10:12 AM
jamie
Check the updated answer for (untested) code. As a side note, it's standard for variable names to be in lowerCamelCase, and function names are UpperCamelCase
Apr 19 '11 at 10:25 AM
Marowi
Awesome, thanks. Makes a lot of sense now that I look at it.
Apr 19 '11 at 10:32 AM
jamie
No worries. Please remember to upvote any answers you find helpful, and click the tick if it solved your problem.
Apr 19 '11 at 10:44 AM
Marowi
Hate to bother you again but it would seem the objects scroll through all the rocks instead of just selecting one and sticking with it.
Apr 19 '11 at 10:55 AM
jamie
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Actually just calling you variable "RandomTarget" doesn't make your target random at all! :D When you call FindWithTag function you get just the first element with that tag (I fought with that function just this morning! :D) You should first get the whole array of GameObjects with the wanted tag, like this...
And then for every object which must point to one of those you can choose a random target...
That should do the trick! :) Yeh I know that variable names have no such effect (not that silly) but I tend to name variables about what I want to happen with them. Thanks for the help.
Apr 19 '11 at 10:31 AM
jamie
I was just joking about the variable name, of course! :D
Apr 19 '11 at 10:35 AM
FrHaYwOrKs
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