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Apr 25, 2023 at 8:20 comment added Abraham Titus @Zibelas thanks for pointing that out. Finally got the issue fixed its all goin smoothly now. :)
Apr 24, 2023 at 13:28 comment added Onyz There's a lot of seemingly 'random' nonfunctional or confusingly useless code in here. I'd recommend cleaning things up, as it might help you find the solution. For instance, spawnerPosition seems unused. The assignment and usage of currentPosition seems transient and simply produces confusion. I don't see why it's being added/set to at the end if it's just going to be discarded afterwards, but maybe this is causing some reference modification with the current position that would break things? Either way, clean up is direly needed here.
Apr 24, 2023 at 13:24 comment added Zibelas Please still double check the dimension of the actual platform that you are spawning
Apr 24, 2023 at 12:28 history edited DMGregory CC BY-SA 4.0
Code formatting
Apr 24, 2023 at 12:24 comment added Abraham Titus @Zibelas Yeah so the spawner starts right below the player. So the first prefab spawned will be where the player first starts. And I've set a collider as a trigger with an offset of -3 on the y axis. Also given a script for the spawner that moves with the player on the y axis only because I want the platforms to be formed straight.
Apr 24, 2023 at 10:16 comment added Zibelas You are using Mathf.RoundToInt - can it be that your platform is a tiny bit below or above a full units worth height? They would all allign until at one point it gets rounded the other way and the gap would be way bigger. And what is affected by transform.position when you set it? Is the spawner moving along the player?
Apr 24, 2023 at 10:04 history edited Abraham Titus CC BY-SA 4.0
added 16 characters in body
Apr 24, 2023 at 10:04 history edited Abraham Titus CC BY-SA 4.0
deleted 438 characters in body
S Apr 21, 2023 at 17:00 review First questions
Apr 21, 2023 at 23:06
S Apr 21, 2023 at 17:00 history asked Abraham Titus CC BY-SA 4.0