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Troubleshooting Unity3D C# Level Generation: Fixing Coroutine Issues for Endless Runner Games

Learn how to resolve your Unity3D C# level generation script issues, ensuring smooth gameplay by using coroutines effectively and avoiding common pitfalls.
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This video is based on the question https://stackoverflow.com/q/73761503/ asked by the user 'hard R' ( https://stackoverflow.com/u/19160789/ ) and on the answer https://stackoverflow.com/a/73771514/ provided by the user 'derHugo' ( https://stackoverflow.com/u/7111561/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

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Troubleshooting Unity3D C# Level Generation: Fixing Coroutine Issues for Endless Runner Games

Are you facing difficulties with your level generating script in Unity3D? If your endless runner game is generating levels too quickly for mobile devices to handle, you're not alone! Many developers encounter similar issues when working with coroutines. In this guide, we're going to examine a typical problem you might encounter in your Unity project, and provide a comprehensive solution to get your level generation back on track.

The Problem: Fast Board Generation

In an endless runner game, properly managing how frequently levels or boards are generated is crucial for providing a seamless experience. You've implemented a line of code to add a delay between each generated board:

[[See Video to Reveal this Text or Code Snippet]]

However, your level generation continues at an undesired speed, producing boards faster than intended. This can lead to performance problems, especially on mobile devices. The core of the issue lies in the logic of your script.

Understanding the Issue

The following code snippet highlights the main issue affecting your coroutine’s functionality:

[[See Video to Reveal this Text or Code Snippet]]

Without curly braces {}, this if statement only applies to the first line directly after it. This means that the coroutine GenerateSection() is executed every frame as long as creatingSection is false, leading to continuous and rapid level generation.

What Your Code Actually Does

The code effectively behaves as if it is written like this:

[[See Video to Reveal this Text or Code Snippet]]

This structure causes your coroutine to be called every frame, ignoring the intended delay, and the boards are instantiated at breakneck speed.

The Solution: Correctly Wrapping Logic with Curly Braces

To fix your coroutine execution and ensure the proper delay, you should refactor your code to encapsulate the coroutine call within the if statement's scope by using curly braces:

[[See Video to Reveal this Text or Code Snippet]]

Implementing a Better Approach

While the above fix works, it's important to implement a more structured approach to improve readability and efficiency. Here’s a more robust way to handle your level generation:

Updated Code Structure

[[See Video to Reveal this Text or Code Snippet]]

Key Changes Explained

Curly Braces for Clarity: Enclose conditional statements with curly braces to prevent logical errors.

Prevent Concurrent Coroutines: Use a boolean flag to ensure that your coroutine does not start multiple times simultaneously.

Dynamic Section Selection: Rely on the length of the section array instead of hardcoding values, making your script flexible and easier to maintain.

Conclusion

By implementing these corrections and improvements in your level generating script, you ensure that it operates smoothly, providing a better experience for players on mobile devices. Remember, always prioritize proper structure and readability in your scripts—this will save you a lot of time in debugging and make future modifications much easier. Keep coding and let your endless runner game shine!

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