
TimmPure
u/TimmPure

I have a script randomly spawning powerups (which are little coloured circles) in a 2D play space. I'm trying to implement some functionality where it checks if the generated spawn position is already occupied; if so, I want it to generate a new one until it finds an empty spot. The play space is an open field, I'm not using a grid.
So far I've tried using Physics.CheckSphere and Physics.OverlapSphere. I've gotten neither of them to work, sadly.
Relevant code snippet as follows:
private void SpawnPowerup()
{
findEmptySpawnPosition();
powerup = Instantiate(powerupPrefab,spawnPosition,Quaternion.identity) as GameObject;
powerup.transform.parent = powerupParen
Hey guys. I've set up a pretty basic mob spawner with water trenches pushing mobs into a fall, leaving them at low hp so I can finish them off for the exp. Picture from the outside here.
However, it wasn't outputting the numbers I expected it to, despite lighting up a lot of caves. Now I found out that the mobs are actually getting stuck in the middle; they're crowding each other at the entrance of the 2x2 fall pit, as you can see here.
I see this mob spawner design all over the place, so someone must have come across this problem before. Is there any quick fix to it? The only solution I can think of is to make the fall pi
I was getting minus particles from prestiging, so I decided to refresh to see if that fixed it. Now all my particles except for a single one are gone, and I seem to be unable to acquire new ones. http://imgur.com/oDa668N
By the way, a balancing note on the latest build: you really can't have a linear progression for cost with an exponential progression for reward. The numbers grow so much so quickly it will blow up (as indeed it seems to have done in my case)...
Edit: Dev seems to have rebalanced, thumbs up for that. Sadly, the bug I'm experiencing remains.
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