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Start your free trialMatthew Morales
36,545 PointsMy frog is completely ignoring the flies.
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
Tomas Lukacovic
8,682 PointsI had the very same problem. But I figured out, that I've deleted fly object before applying changes (as stated at 8:05 in this video). So you need to add new "fly" to the scene (hierarchy), apply to its geometry all scripts as you have done in the "Script the fly pickup" video. Also movement should be added. Then hit the apply button and you can delete it.
Montana Kern
1,358 PointsMontana Kern
1,358 PointsI had a similar issue. My was caused because I wanted to make a larger flying pattern for the flies, so i increased the float value to 3f. The problem with doing it that way was that the reference for the collision was still with the "Geometry" so as the frog chased the flies, it completely missed the collider sphere, and therefore the fly was never destroyed. If you post your "FlyMovement" Script I can tell you if that might be the issue, as it was for me.