Ok, using instantiate() instead of pool manager has worked. But i want to use pool manager.
When i use pool manager, i get this error at the beginning.
IndexOutOfRangeException: Array index is out of range.
FluffyUnderware.Curvy.CurvySplineSegment.GetOrientationUpFast (Single localF) (at Assets/Packages/Curvy/Base/CurvySplineSegment.cs:1974)
FluffyUnderware.Curvy.CurvySpline.GetOrientationUpFast (Single tf) (at Assets/Packages/Curvy/Base/CurvySpline.cs:953)
FluffyUnderware.Curvy.Controllers.SplineController.getInterpolatedSourcePosition (FluffyUnderware.Curvy.CurvySplineBase spline, Single tf, UnityEngine.Vector3& position, UnityEngine.Vector3& tangent, UnityEngine.Vector3& up) (at Assets/Packages/Curvy/Controllers/SplineController.cs:566)
FluffyUnderware.Curvy.Controllers.SplineController.GetInterpolatedSourcePosition (Single tf, UnityEngine.Vector3& position, UnityEngine.Vector3& tangent, UnityEngine.Vector3& up) (at Assets/Packages/Curvy/Controllers/SplineController.cs:378)
FluffyUnderware.Curvy.CurvyController.applyPositionAndRotation (Single tf) (at Assets/Packages/Curvy/Base/CurvyController.cs:1142)
FluffyUnderware.Curvy.CurvyController.Prepare () (at Assets/Packages/Curvy/Base/CurvyController.cs:712)
FluffyUnderware.Curvy.Controllers.SplineController.Prepare () (at Assets/Packages/Curvy/Controllers/SplineController.cs:241)
FluffyUnderware.Curvy.CurvyController.OnValidate () (at Assets/Packages/Curvy/Base/CurvyController.cs:636)
FluffyUnderware.Curvy.Controllers.SplineController.OnValidate () (at Assets/Packages/Curvy/Controllers/SplineController.cs:220)
Latest trigger script:
Code:
using UnityEngine;
using System.Collections;
using PathologicalGames;
using FluffyUnderware.Curvy.Controllers;
public class TriggerScript : MonoBehaviour {
public GameObject enemy;
public FluffyUnderware.Curvy.CurvySpline curvySpline;
private SplineController sc;
private int count = 0;
void Start()
{
}
void OnTriggerEnter(Collider other)
{
Debug.Log("Triggered.");
sc = enemy.GetComponent<SplineController>();
sc.Spline = curvySpline;
Debug.Log(curvySpline);
Enemy1Create();
}
void Enemy1Create()
{
curvySpline.Refresh();
sc.Play();
//Pool.Instance.Activate(0, Vector3.zero, Quaternion.identity);
//Instantiate(enemy, Vector3.zero, Quaternion.identity);
PoolManager.Pools["EnemyPool"].Spawn(enemy);
Debug.Log(sc.IsInitialized);
count++;
if (count < 3)
Invoke("Enemy1Create", 0.7f);
}
}