I have a script which spawns enemies after a delay of time on a terrain that I have created. It works for the first three enemies created but when it adds the navmeshagent the fourth time it freezes the entire game.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class RandomSpawn : MonoBehaviour {
public List<GameObject> Spawnables;
public Terrain spawnLand;
public float spawnWait = 1f;
public int numPer = 1;
public bool enableSpawning =true;
float minx,maxx,minz,maxz,waiter = 1f;
// Use this for initialization
void Start () {
minx = spawnLand.transform.position.x+2;
maxx = spawnLand.terrainData.size.x + minx-4;
minz = spawnLand.transform.position.z+2;
maxz = spawnLand.terrainData.size.z + minz-4;
}
void Update(){
waiter -= Time.deltaTime;
if (waiter<=0) {
waiter = spawnWait;
if (enableSpawning) {
Spawn ();
}
}
}
void Spawn()
{
for (int i = 0; i < numPer; i++) {
Vector3 loc = new Vector3 (Random.Range (minx, maxx), 0, Random.Range (minz, maxz));
GameObject go = (GameObject)Instantiate (Spawnables[Random.Range (0,Spawnables.Count)],new Vector3(0,0,0),new Quaternion(0,0,0,0));
NavMeshHit closestHit;
if( NavMesh.SamplePosition( loc, out closestHit, 500, 1 ) ){
go.transform.position = closestHit.position;
go.AddComponent<NavMeshAgent>();
//TODO
}
else{
Debug.Log("...");
}
}
}
}
I put it on a time delay using waiter and spawnWait. It seems to always freeze and crash right after creating the fourth object and adding the navmeshagent to it. I have found out that it is probably from a rebake of the scene. Is there any way to stop it from freezeing or rebaking. Or is there a better way to spawn enemies in a set location with navmeshagents?