I have been working on a minecraft clone game in Unity 2017.3 and C# and i started all right but when i worked on the super flat world generation system there began a problem. Inside the World mono behaviour, in the Generate void, there are three nested for loops which should generate a new dirt block on every possible position between 0 and 5
But it only makes a line of dirt block stretching along the Z axis.
Here is the code for PlaceableItem(attached to dirtPrefab) and World(attached to World)
Placeable Item class
using UnityEngine;
using System.Collections;
public class PlaceableItem : MonoBehaviour
{
public string nameInInventory = "Unnamed Block";
public int maxStack = 64;
public bool destructible = true;
public bool explodesOnX = false;
public bool abidesGravity = false;
public bool isContainer = false;
public bool canBeSleptOn = false;
public bool dropsSelf = false;
private Rigidbody rb;
// Use this for initialization
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (abidesGravity) {
rb.useGravity = true;
} else {
rb.useGravity = false;
}
}
private void OnDestroy()
{
if (dropsSelf) {
//Drop this gameObject
}
}
public void Explode() {
if (!explodesOnX)
return;
}
public void OnMouseDown()
{
if (isContainer && !canBeSleptOn) {
//Open the container inventory
} else if (canBeSleptOn && !isContainer) {
//Make the character sleep on the item
}
}
private void OnMouseOver()
{
if (Input.GetMouseButtonDown(1) && destructible) {
Destroy(gameObject);
}
}
}
World class
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class World : MonoBehaviour {
public GameObject dirtPrefab;
public bool generateAutomatically = true;
// Use this for initialization
void Start () {
if (generateAutomatically) {
Generate();
}
}
// Update is called once per frame
void Update () {
}
void Generate() {
for (int x = 0; x <= 5; x++) {
for (int y = 0; y <= 5; y++) {
for (int z = 0; z <= 5; z++) {
Instantiate(dirtPrefab, new Vector3(x, y, z), Quaternion.identity);
}
}
}
}
void RemoveAllBlocks() {
foreach (PlaceableItem placeableItem in GetComponentsInChildren<PlaceableItem>()) {
Destroy(placeableItem.gameObject);
}
}
}
Thanks in advance, fellow developers! Hope this is not a stupid question!
[SOLVED] I realised i had a recttransform somehow attached to my dirt prefab. Removing it and adding a transform instead helped.