Hey i'm just a beginner in unity. I need to assign a random value for the int (coconut1iD,coconut2iD, etc...) of each gameobject in unity.
All of those int gets the same value.
i am doing something wrong here.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class randomvaluegenerator: MonoBehaviour
{
public GameObject coconut1;
public GameObject coconut2;
public GameObject coconut3;
public GameObject coconut4;
int Rand;
int Lenght = 5;
List < int > list = new List < int > ();
void Start()
{
list = new List < int > (new int[Lenght]);
for (int i = 1; i < Lenght; i++)
{
Rand = Random.Range(1, 5);
while (list.Contains(Rand))
{
Rand = Random.Range(1, 5);
}
list[i] = Rand;
coconut1.GetComponent < coconut1id > ().coconut1iD = list[i];
coconut2.GetComponent < coconut2id > ().coconut2iD = list[i];
coconut3.GetComponent < coconut3id > ().coconut3iD = list[i];
coconut4.GetComponent < coconut4id > ().coconut4iD = list[i];
}
}
}
In your code, you are setting all the variables to the same value.
coconut1.GetComponent < coconut1id > ().coconut1iD = list[i];
coconut2.GetComponent < coconut2id > ().coconut2iD = list[i];
coconut3.GetComponent < coconut3id > ().coconut3iD = list[i];
coconut4.GetComponent < coconut4id > ().coconut4iD = list[i];
which is wrong, what you should do is get all the random numbers and then set each component to a value in the list of random numbers
void Start()
{
list = new List < int > (new int[Lenght]);
for (int i = 1; i < Lenght; i++)
{
Rand = Random.Range(1, 5);
while (list.Contains(Rand))
{
Rand = Random.Range(1, 5);
}
list[i] = Rand;
}
coconut1.GetComponent < coconut1id > ().coconut1iD = list[1];
coconut2.GetComponent < coconut2id > ().coconut2iD = list[2];
coconut3.GetComponent < coconut3id > ().coconut3iD = list[3];
coconut4.GetComponent < coconut4id > ().coconut4iD = list[4];
}
This is the working script. Thanks wale A.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class randomvaluegenerator : MonoBehaviour
{
public GameObject coconut1;
public GameObject coconut2;
public GameObject coconut3;
public GameObject coconut4;
int Rand;
int Lenght = 5;
List<int> list = new List<int>();
void Start()
{
list = new List<int>(new int[Lenght]);
for (int i = 1; i < Lenght; i++)
{
Rand = Random.Range(1, 5);
while (list.Contains(Rand))
{
Rand = Random.Range(1, 5);
}
list[i] = Rand;
}
coconut1.GetComponent<coconut1id>().coconut1iD = list[1];
coconut2.GetComponent<coconut2id>().coconut2iD = list[2];
coconut3.GetComponent<coconut3id>().coconut3iD = list[3];
coconut4.GetComponent<coconut4id>().coconut4iD = list[4];
}
}
Related
I am currently messing around with a procedural 2D game in unity. Below are the scripts i am using to generate the dungeon and wanted to know if there was anyway of specifying a standard starting room. I have prefab room built but would like to have a single prefab room players always start in.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class DungeonGeneration : MonoBehaviour {
[SerializeField]
private int numberOfRooms;
[SerializeField]
private int numberOfObstacles;
[SerializeField]
private Vector2Int[] possibleObstacleSizes;
[SerializeField]
private int numberOfEnemies;
[SerializeField]
private GameObject[] possibleEnemies;
[SerializeField]
private GameObject goalPrefab;
[SerializeField]
private TileBase obstacleTile;
private Room[,] rooms;
private Room currentRoom;
private static DungeonGeneration instance = null;
void Awake () {
if (instance == null) {
DontDestroyOnLoad (this.gameObject);
instance = this;
this.currentRoom = GenerateDungeon ();
} else {
string roomPrefabName = instance.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
instance.currentRoom.AddPopulationToTilemap (tilemap, instance.obstacleTile);
Destroy (this.gameObject);
}
}
void Start () {
string roomPrefabName = this.currentRoom.PrefabName ();
GameObject roomObject = (GameObject) Instantiate (Resources.Load (roomPrefabName));
Tilemap tilemap = roomObject.GetComponentInChildren<Tilemap> ();
this.currentRoom.AddPopulationToTilemap (tilemap, this.obstacleTile);
}
private Room GenerateDungeon() {
int gridSize = 3 * numberOfRooms;
rooms = new Room[gridSize, gridSize];
Vector2Int initialRoomCoordinate = new Vector2Int ((gridSize / 2) - 1, (gridSize / 2) - 1);
Queue<Room> roomsToCreate = new Queue<Room> ();
roomsToCreate.Enqueue (new Room(initialRoomCoordinate.x, initialRoomCoordinate.y));
List<Room> createdRooms = new List<Room> ();
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
}
int maximumDistanceToInitialRoom = 0;
Room finalRoom = null;
foreach (Room room in createdRooms) {
List<Vector2Int> neighborCoordinates = room.NeighborCoordinates ();
foreach (Vector2Int coordinate in neighborCoordinates) {
Room neighbor = this.rooms [coordinate.x, coordinate.y];
if (neighbor != null) {
room.Connect (neighbor);
}
}
room.PopulateObstacles (this.numberOfObstacles, this.possibleObstacleSizes);
room.PopulatePrefabs (this.numberOfEnemies, this.possibleEnemies);
int distanceToInitialRoom = Mathf.Abs (room.roomCoordinate.x - initialRoomCoordinate.x) + Mathf.Abs(room.roomCoordinate.y - initialRoomCoordinate.y);
if (distanceToInitialRoom > maximumDistanceToInitialRoom) {
maximumDistanceToInitialRoom = distanceToInitialRoom;
finalRoom = room;
}
}
GameObject[] goalPrefabs = { this.goalPrefab };
finalRoom.PopulatePrefabs(1, goalPrefabs);
return this.rooms [initialRoomCoordinate.x, initialRoomCoordinate.y];
}
private void AddNeighbors(Room currentRoom, Queue<Room> roomsToCreate) {
List<Vector2Int> neighborCoordinates = currentRoom.NeighborCoordinates ();
List<Vector2Int> availableNeighbors = new List<Vector2Int> ();
foreach (Vector2Int coordinate in neighborCoordinates) {
if (this.rooms[coordinate.x, coordinate.y] == null) {
availableNeighbors.Add (coordinate);
}
}
int numberOfNeighbors = (int)Random.Range (1, availableNeighbors.Count);
for (int neighborIndex = 0; neighborIndex < numberOfNeighbors; neighborIndex++) {
float randomNumber = Random.value;
float roomFrac = 1f / (float)availableNeighbors.Count;
Vector2Int chosenNeighbor = new Vector2Int(0, 0);
foreach (Vector2Int coordinate in availableNeighbors) {
if (randomNumber < roomFrac) {
chosenNeighbor = coordinate;
break;
} else {
roomFrac += 1f / (float)availableNeighbors.Count;
}
}
roomsToCreate.Enqueue (new Room(chosenNeighbor));
availableNeighbors.Remove (chosenNeighbor);
}
}
private void PrintGrid() {
for (int rowIndex = 0; rowIndex < this.rooms.GetLength (1); rowIndex++) {
string row = "";
for (int columnIndex = 0; columnIndex < this.rooms.GetLength (0); columnIndex++) {
if (this.rooms [columnIndex, rowIndex] == null) {
row += "X";
} else {
row += "R";
}
}
Debug.Log (row);
}
}
public void MoveToRoom(Room room) {
this.currentRoom = room;
}
public Room CurrentRoom() {
return this.currentRoom;
}
public void ResetDungeon() {
this.currentRoom = GenerateDungeon ();
}
}
and
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class Room
{
public Vector2Int roomCoordinate;
public Dictionary<string, Room> neighbors;
private string[,] population;
private Dictionary<string, GameObject> name2Prefab;
public Room (int xCoordinate, int yCoordinate)
{
this.roomCoordinate = new Vector2Int (xCoordinate, yCoordinate);
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public Room (Vector2Int roomCoordinate)
{
this.roomCoordinate = roomCoordinate;
this.neighbors = new Dictionary<string, Room> ();
this.population = new string[18, 10];
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
this.population [xIndex, yIndex] = "";
}
}
this.population [8, 5] = "Player";
this.name2Prefab = new Dictionary<string, GameObject> ();
}
public List<Vector2Int> NeighborCoordinates () {
List<Vector2Int> neighborCoordinates = new List<Vector2Int> ();
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y - 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x + 1, this.roomCoordinate.y));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x, this.roomCoordinate.y + 1));
neighborCoordinates.Add (new Vector2Int(this.roomCoordinate.x - 1, this.roomCoordinate.y));
return neighborCoordinates;
}
public void Connect (Room neighbor) {
string direction = "";
if (neighbor.roomCoordinate.y < this.roomCoordinate.y) {
direction = "N";
}
if (neighbor.roomCoordinate.x > this.roomCoordinate.x) {
direction = "E";
}
if (neighbor.roomCoordinate.y > this.roomCoordinate.y) {
direction = "S";
}
if (neighbor.roomCoordinate.x < this.roomCoordinate.x) {
direction = "W";
}
this.neighbors.Add (direction, neighbor);
}
public string PrefabName () {
string name = "Room_";
foreach (KeyValuePair<string, Room> neighborPair in neighbors) {
name += neighborPair.Key;
}
return name;
}
public Room Neighbor (string direction) {
return this.neighbors [direction];
}
public void PopulateObstacles (int numberOfObstacles, Vector2Int[] possibleSizes) {
for (int obstacleIndex = 0; obstacleIndex < numberOfObstacles; obstacleIndex += 1) {
int sizeIndex = Random.Range (0, possibleSizes.Length);
Vector2Int regionSize = possibleSizes [sizeIndex];
List<Vector2Int> region = FindFreeRegion (regionSize);
foreach (Vector2Int coordinate in region) {
this.population [coordinate.x, coordinate.y] = "Obstacle";
}
}
}
public void PopulatePrefabs (int numberOfPrefabs, GameObject[] possiblePrefabs) {
for (int prefabIndex = 0; prefabIndex < numberOfPrefabs; prefabIndex += 1) {
int choiceIndex = Random.Range (0, possiblePrefabs.Length);
GameObject prefab = possiblePrefabs [choiceIndex];
List<Vector2Int> region = FindFreeRegion (new Vector2Int(1, 1));
this.population [region[0].x, region[0].y] = prefab.name;
this.name2Prefab [prefab.name] = prefab;
}
}
private List<Vector2Int> FindFreeRegion (Vector2Int sizeInTiles) {
List<Vector2Int> region = new List<Vector2Int>();
do {
region.Clear();
Vector2Int centerTile = new Vector2Int(UnityEngine.Random.Range(2, 18 - 3), UnityEngine.Random.Range(2, 10 - 3));
region.Add(centerTile);
int initialXCoordinate = (centerTile.x - (int)Mathf.Floor(sizeInTiles.x / 2));
int initialYCoordinate = (centerTile.y - (int)Mathf.Floor(sizeInTiles.y / 2));
for (int xCoordinate = initialXCoordinate; xCoordinate < initialXCoordinate + sizeInTiles.x; xCoordinate += 1) {
for (int yCoordinate = initialYCoordinate; yCoordinate < initialYCoordinate + sizeInTiles.y; yCoordinate += 1) {
region.Add(new Vector2Int(xCoordinate, yCoordinate));
}
}
} while(!IsFree (region));
return region;
}
private bool IsFree (List<Vector2Int> region) {
foreach (Vector2Int tile in region) {
if (this.population [tile.x, tile.y] != "") {
return false;
}
}
return true;
}
public void AddPopulationToTilemap (Tilemap tilemap, TileBase obstacleTile) {
for (int xIndex = 0; xIndex < 18; xIndex += 1) {
for (int yIndex = 0; yIndex < 10; yIndex += 1) {
if (this.population [xIndex, yIndex] == "Obstacle") {
tilemap.SetTile (new Vector3Int (xIndex - 9, yIndex - 5, 0), obstacleTile);
} else if (this.population [xIndex, yIndex] != "" && this.population [xIndex, yIndex] != "Player") {
GameObject prefab = GameObject.Instantiate (this.name2Prefab[this.population [xIndex, yIndex]]);
prefab.transform.position = new Vector2 (xIndex - 9 + 0.5f, yIndex - 5 + 0.5f);
}
}
}
}
}
any help would be awesome even if you can point me in the direction to a how to.
Nice procedural dungeon generator! Just as a suggestion, could you cache the first room at the beginning when you are generating the dungeon? Then you can grab the initialRoomForPlayerSpawn coordinates/ position as a reference point for the character placement.
Room initialRoomForPlayerSpawn = null;
while (roomsToCreate.Count > 0 && createdRooms.Count < numberOfRooms) {
Room currentRoom = roomsToCreate.Dequeue ();
this.rooms [currentRoom.roomCoordinate.x, currentRoom.roomCoordinate.y] = currentRoom;
createdRooms.Add (currentRoom);
AddNeighbors (currentRoom, roomsToCreate);
/* Cache First Room */
if(createdRooms != null && createdRooms.Count <= 1) {
initialRoomForPlayerSpawn = currentRoom;
}
}
I have 2 numbers that are used with random.range what I need is that the combination of both is not repeated 2 times, that is to say the combination a1, b1 can never be repeated but now I can't get that to happen is for a card game that I have to develop where the same card cannot be repeated neither in the hand nor in the game.
class Meca
public List<carta> cardPlay2; //current card combination, each update resets the list
public List<carta> cartaJugada; // current combination of cards, these are saved so that in future
updates the combination is not repeated
public bool isChange;
if (isChange)
{
cardPlay2.Clear();
int num = 5;
for (int j = 0; j < num; j++)
{
cambioCarta();
}
isChange = false;
}
void cambioCarta()
{
GameObject temp = Instantiate(carta);
temp.transform.SetParent(parent);
GameObject tem2p = Instantiate(carta2);
tem2p.transform.SetParent(parent2);
}
script carta
public int Num_cartas, PaloCarta;
public Mecanic meca;
void Start()
{
meca = GameObject.FindObjectOfType<Mecanic>();
if(gameObject.tag == "carta1")
cartas();
if (gameObject.tag == "carta2")
carta2();
}
void cartas()
{
Num_cartas = UnityEngine.Random.Range(1, 11);
PaloCarta = UnityEngine.Random.Range(1, 5);
carta carta1 = new carta
{
numCarta = Num_cartas,
palo = PaloCarta
};
}
[Serializable]
public class carta
{
public int numCarta;
public int palo;
}
what I'm trying to do is this
private void controlCartaMano2()
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
for (int i = 0; i < meca.cardPlay2.Count; i++)
{
while (meca.cardPlay2[i].numCarta == Num_cartas && meca.cardPlay2[i].palo == PaloCarta)
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
}
}
}
private void controlCartaJugada()
{
for (int i = 0; i < meca.cartaJugada.Count; i++)
{
for(int j = 0; j < meca.cartaJugada.Count; j++)
{
if(meca.cartaJugada[i].numCarta == meca.cartaJugada[j].numCarta &&
meca.cartaJugada[i].palo == meca.cartaJugada[j].palo)
{
Num_cartas = UnityEngine.Random.Range(1, 10);
PaloCarta = UnityEngine.Random.Range(1, 4);
}
}
}
}
if you have any idea how to do it I would appreciate it
You can use a Fisher-Yates shuffle method. That will shuffle the array, in place. It's then a simple matter of passing over the array incrementally. Here's a generic method that will shuffle an array:
static void Shuffle<T> ( T [ ] array )
{
var _random = new System.Random ( );
for ( int i = 0, n = array.Length; i < ( n - 1 ); ++i )
{
var next = i + _random.Next ( n - i );
var item = array [ next ];
array [ next ] = array [ i ];
array [ i ] = item;
}
}
For more information, here's the Wiki page : https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle
In the below code snippet I'm trying to instantiate gameobjects at different probability rates but I keep on getting the following error:
No appropriate version of 'UnityEngine.Object.Instantiate' for the argument list '(Spawn06[])' was found.
The help would be much appreicated. Thanks.
public var Characters : Spawn06[];
function SpawnCharacters() {
var i = Random.Range(0, 100);
for(var j = 0; j < Characters.Length; j++) {
if(i >= Characters [j].minProbabilityRange && i <= Characters [j].maxProbabilityRange) {
temp = Instantiate(Characters);
pos = temp.transform.position;
temp.transform.position = new Vector3(Random.Range(-3, 4), pos.y, pos.z);
}
}
}
public class Spawn06 {
public var spawnCharacters : GameObject;
public var minProbabilityRange : int = 0;
public var maxProbabilityRange : int = 0;
}
You can't pass your an array of your class to Instantiate.
for(var j = 0; j < Characters.Length; j++) {
if(i >= Characters [j].minProbabilityRange && i <= Characters [j].maxProbabilityRange) {
temp = Instantiate(Characters[j].spawnCharacters); // Pass a GameObject instead of an Array of Spawn06
pos = temp.transform.position;
temp.transform.position = new Vector3(Random.Range(-3, 4), pos.y, pos.z);
}
}
}
I've had this problem for a long time. I want to hide touchscreen keyboard when I select inputfile and inputfield still focus. I don't need touchscreen keyboard but I need carretpostion and focus on inputfield(application like calculator).
Thank you everyone for the answer. I solved the problem by custom inputfield. I disable touchscreen keyboard and get carretpostion by OnPointerUp .
code :
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class InputFieldWithOutKeyboard : InputField
{
protected override void Start()
{
keyboardType = (TouchScreenKeyboardType)(-1);
}
public override void OnPointerDown(UnityEngine.EventSystems.PointerEventData eventData)
{
base.OnPointerDown(eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
Vector2 mPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(textComponent.rectTransform, eventData.position, eventData.pressEventCamera, out mPos);
Vector2 cPos = GetLocalCaretPosition();
int pos = GetCharacterIndexFromPosition(mPos);
Debug.Log("pos = " + pos);
GameObject.FindWithTag("canvas").GetComponent<Calculator>().carretPostion = pos;
GameObject.FindWithTag("canvas").GetComponent<Calculator>().carretVector = mPos;
base.OnPointerUp(eventData);
}
public Vector2 GetLocalCaretPosition()
{
// if (isFocused)
// {
TextGenerator gen = m_TextComponent.cachedTextGenerator;
UICharInfo charInfo = gen.characters[caretPosition];
float x = (charInfo.cursorPos.x + charInfo.charWidth) / m_TextComponent.pixelsPerUnit;
float y = (charInfo.cursorPos.y) / m_TextComponent.pixelsPerUnit;
Debug.Log("x=" + x + "y=" + y);
return new Vector2(x, y);
// }
// else
// return new Vector2(0f, 0f);
}
private int GetCharacterIndexFromPosition(Vector2 pos)
{
TextGenerator gen = m_TextComponent.cachedTextGenerator;
if (gen.lineCount == 0)
return 0;
int line = GetUnclampedCharacterLineFromPosition(pos, gen);
if (line < 0)
return 0;
if (line >= gen.lineCount)
return gen.characterCountVisible;
int startCharIndex = gen.lines[line].startCharIdx;
int endCharIndex = GetLineEndPosition(gen, line);
for (int i = startCharIndex; i < endCharIndex; i++)
{
if (i >= gen.characterCountVisible)
break;
UICharInfo charInfo = gen.characters[i];
Vector2 charPos = charInfo.cursorPos / m_TextComponent.pixelsPerUnit;
float distToCharStart = pos.x - charPos.x;
float distToCharEnd = charPos.x + (charInfo.charWidth / m_TextComponent.pixelsPerUnit) - pos.x;
if (distToCharStart < distToCharEnd)
return i;
}
return endCharIndex;
}
private int GetUnclampedCharacterLineFromPosition(Vector2 pos, TextGenerator generator)
{
// transform y to local scale
float y = pos.y * m_TextComponent.pixelsPerUnit;
float lastBottomY = 0.0f;
for (int i = 0; i < generator.lineCount; ++i)
{
float topY = generator.lines[i].topY;
float bottomY = topY - generator.lines[i].height;
// pos is somewhere in the leading above this line
if (y > topY)
{
// determine which line we're closer to
float leading = topY - lastBottomY;
if (y > topY - 0.5f * leading)
return i - 1;
else
return i;
}
if (y > bottomY)
return i;
lastBottomY = bottomY;
}
// Position is after last line.
return generator.lineCount;
}
private static int GetLineEndPosition(TextGenerator gen, int line)
{
line = Mathf.Max(line, 0);
if (line + 1 < gen.lines.Count)
return gen.lines[line + 1].startCharIdx - 1;
return gen.characterCountVisible;
}
}
You can use something like this
TouchScreenKeyboard keyboard;
void Update()
{
if (keyboard != null)
{
if (Input.deviceOrientation == DeviceOrientation.FaceDown)
keyboard.active = false;
if (Input.deviceOrientation == DeviceOrientation.FaceUp)
keyboard.active = true;
}
}
it will retrieve the TouchScreenKeyboard and after that, you can active or deactive it as you want.
Is there any way to "bake" one texture to another, except for using SetPixels()?
Now i'm trying to use something like that, but it too slow:
public static Texture2D CombineTextures(Texture2D aBaseTexture, Texture2D aToCopyTexture, int x, int y)
{
int aWidth = aBaseTexture.width;
int aHeight = aBaseTexture.height;
int bWidth = aToCopyTexture.width;
int bHeight = aToCopyTexture.height;
Texture2D aReturnTexture = new Texture2D(aWidth, aHeight, TextureFormat.RGBA32, false);
Color[] aBaseTexturePixels = aBaseTexture.GetPixels();
Color[] aCopyTexturePixels = aToCopyTexture.GetPixels();
int aPixelLength = aBaseTexturePixels.Length;
for(int y1 = y, y2 = 0; y1 < aHeight && y2 < bHeight ; y1++, y2++)
{
for(int x1 = x, x2 = 0 ; x1 < aWidth && x2 < bWidth; x1++, x2++)
{
aBaseTexturePixels[x1 + y1*aWidth] = Color.Lerp(aBaseTexturePixels[x1 + y1*aWidth], aCopyTexturePixels[x2 + y2*bWidth], aCopyTexturePixels[x2 + y2*bWidth].a);
}
}
aReturnTexture.SetPixels(aBaseTexturePixels);
aReturnTexture.Apply(false);
return aReturnTexture;
}
The problem is, that i need to display a lot of sprites on 2d surface (blood, enemy corpses, etc.), and just instantiating every sprite will greatly reduce fps.
If you are concerned about fps drop when instantiating prefabs you should definitely build a Object pooling system. So you will have a system that:
Instantiating all objects in the pool and keep it far away from the main camera
Once you need the object you will "borrow" it from the pool
Once object is not needed anymore you will return it back to the object pool (for example when sprite is out the camera view
Baking it all to one texture isn't the best practice. You will need huge amounts of RAM for this. Consider steps above, its very common practice
Good example here:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
public class BackgroundPool : MonoBehaviour
{
public static BackgroundPool instance;
public List<BackgroundSection> sectionsLibrary = new List<BackgroundSection>();
public int poolSize = 4;
public List<BackgroundSection> pool = new List<BackgroundSection>();
void Awake()
{
instance = this;
DateTime startGenTime = DateTime.Now;
//generateSectionsPool
for (int i=0; i<sectionsLibrary.Count; i++)
{
for (int j=0; j<poolSize; j++)
{
if (j == 0)
{
sectionsLibrary[i].positionInPool = sectionsLibrary[i].transform.position;
pool.Add(sectionsLibrary[i]);
}
else
{
BackgroundSection section = (BackgroundSection)Instantiate(sectionsLibrary[i]);
section.transform.parent = this.transform;
section.transform.position = new Vector3((-(ExtensionMethods.GetBounds(sectionsLibrary[i].gameObject).extents.x * 2) * j) + sectionsLibrary[i].transform.position.x,
sectionsLibrary[i].transform.position.y);
section.transform.localEulerAngles = Vector3.zero;
section.gameObject.name = sectionsLibrary[i].gameObject.name + ":" + j.ToString();
section.positionInPool = section.transform.position;
pool.Add(section);
}
}
}
Debug.Log("Background Pool generated in: " + (DateTime.Now - startGenTime).TotalSeconds.ToString() + " s");
}
public BackgroundSection GetPiece(Scenery scenery, SceneryLayer _layer)
{
List<BackgroundSection> allScenery = new List<BackgroundSection>();
foreach (BackgroundSection section in pool) { if (section.scenery == scenery) allScenery.Add(section); }
List<BackgroundSection> matchingPieces = new List<BackgroundSection>();
foreach (BackgroundSection section in allScenery) { if (section.sceneryLayer == _layer) matchingPieces.Add(section); }
if (matchingPieces.Count > 0)
{
BackgroundSection pickedSection = matchingPieces[UnityEngine.Random.Range(0,matchingPieces.Count-1)];
pool.Remove(pickedSection);
return pickedSection;
}
else
{
Debug.LogError("Cann't get background piece matching criteria, scenery: " + scenery + ", layer" + _layer);
return null;
}
}
public void ReturnPiece(BackgroundSection section)
{
pool.Add(section);
section.transform.parent = this.transform;
section.transform.position = section.positionInPool;
}
}